Forum: Blender


Subject: Fixing disconnected verticies to base mesh during cloth sim ?

headwax. opened this issue on Mar 24, 2015 · 29 posts


headwax. posted Wed, 25 March 2015 at 7:52 PM

gah don't you hate it when your post vanishes . David, ha ha ! I typed something really witty and it went puff, oh well. Here's the succinct version sorry

In the future I wanted to use the resulting mesh as a morph target  (maybe) but of course (?) Id have to do that in the t-pose - not sure about that.

Must have something to do with global rather than local cords? not sure either.

I asked the question because there must be hundreds of older meshes that are made with hanging vertex groups and I thought there was an easy way around it apart dfrom attaching the verticies , I googled blenderartists.org yesterday and came up with quite a few threads on the problem, but didn't find the answer. The answers so far suggest that if I want to use Blender the best thing to do is hide the offending polys and paint them in the texture ?  

 

Blender's cloth sim has been much quicker than posers. I wonder if that;s because I am using morph targets to move the collision mesh rather than armatures /bones?