I have been working in a Cloth simulation with Xparticles, client wanted to have a cloth floating in the space with some turbulence, inside an animation of 1000 frames.
The problem was that after 200-300 frames the turbulence deformation was too heavy, the current shape was broken and very different from the initial state.
So I started to think how to constraint a cloth with their initial state, in order to avoid extreme deformation:
- I duplicate the object at the current initial state of the cloth (current state to object and delete all tags).
- Then I create a XpCover - All vertex (ordered) - Target mode (Cover mode won't work, don't know why, particles won't be affected by turbulence once they arrive their target vertex position, even if you deactivate the xpcover modifier)
- Now, you are all set, just play with the acuteness of turn to get more subtle effect or stronger. Low values of 1-4% works really well in big high quality cloth shapes.
Attached a simple scene that shows the whole system.
Hope someone find this useful, all the best!