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The place to talk about X-Particles and Cycles 4D
unrealplus, February 7 in ClothFX
In the file move around the "xp not working" and the "c4d working" to see the difference. The cloth on the xp cloth does not say with the pinned geometry. The pinned points with the c4d cloth does correctly move the cloth with it when the pinned points are moved. From what I can tell it's a priorities issue as the cloth is not being calculated after the pinned points are deformed by any deformations. If the Bend deformers Strength is changed while playing it can be seen the pinned points of the xp cloth does not follow the bend from the Bend deformer. Instead the cloth stays in place without moving. I'd like to use xp cloth with a character, but with out it's pinned points following the deformation from a skin deformer it's impossible.
xpcloth with joints.c4d
Several issues in the file,
1: the pin tag has the correction deformer in as the object, thats a virtual object and has no points.
Iv used the cyl for pinning object but iv added some thickness to it so it has enough points for cloth to use.
Next the cloth.
you have the emitter set to use a point selection but that selection doesnt cover all the object so that means no cloth in the section with no particles.
So take the selection out and it will work like this.
Awesome. Can't wait to try this with a character.
Now let's say we wanted the cloth to move when the Bend deformer changed the shape of the "cyl for pinnning". Would that be possible?
In theory yes it can
But its not designed for actual clothing simulations its more a general purpose and tearing cloth, if you are planning on doing characters you want to increase the scene xp substeps and iterations to help with collisions.
In your example it looks like it's changing the shape of the "arm" not the "cyl for pinning" which has the actual pinned points. I'm wondering if the pinned points can be changed via a deformer and have the cloth follow the pinned points after the deformation?
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