for all, and especially for RobynsVeil,
just kicked off writing a serius tutorial on all this Cloth Room stuff. So if you do have particular issues to be discussed, just state them here, I'll do my best.
- on the user interface as well as the sim engine itself, I cannot change things but I do present a decent guided tour at various levels of expertise
- on setting the proper sim parameters, and avoid crashing, exploding calculation times, meshes going wild and/or collapsing results: I've got that now, see next post (as I don't let you wait for the publishing of the tut for that :) )
- on crumbling, weird folds and 'crystal ridges', got that one too, it's a mesh thing. Mesh structure in general determines the behavior of the cloth in simulation (folding, stretching, etc). In short:
- quads make the cloth behave like non-woven (leather, rubber, fleece, ...) and tight knits, and they are vulnerable to crumbling and ridging
- mono tris (all diagonals in the same direction) behave like woven (linen, silk, ...), are less vulnerable to crumbling but do show a-symmetric behavior
- mixed tris (diagonals in alternating directions) are woven as well, not vulnerable to crumbling and show a neat symmetric behavior like real cloth
- hex meshes are great for loose knits like thich winter sweaters.
- I'll do mesh details, turning conforming stuff into dynamic, the physics / cloth detail parameters, handling parts of cloth elements (grouping) and handling multi-cloth situations, saving and loading settings.
- more ... just tell me
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Usually I'm wrong. But to be effective and efficient, I don't need to be correct or accurate.
visit www.aRtBeeWeb.nl (works) or Missing Manuals (tutorials & reviews) - both need an update though