VirtualWorldDynamics opened this issue on Jun 14, 2015 ยท 787 posts
VirtualWorldDynamics posted Wed, 11 November 2015 at 4:49 PM
@MacSavers : For your static simulation, as say Biscuits, you have to nail the cloth on the character. For your dynamic simulation, I am a little bored by the end of the simulation where the cloth seems to be abnormally deformed. Have you this result at every time? I have set the gravity to 1.0 as you said. This is perhaps more simple for users.
I have not added a node mass at the level of the dynamic object generation. I will say something that will seem strange to you, but changing the mass of all the nodes of a dynamic object, does not change significantly the simulation. Remember the experience on the moon where a feather and a steel ball fell at the same speed. On Earth, the steel ball arrives on floor before the feather only because there is a air resistance. However, I have added a modification of the node mass using a selection. During the simulation, a node with a great mass will influence the simulation more that a node having a small mass. This solution allows to give some effects to the cloth or the hair. It is necessary to be carefull to not too increase this value under penalty of having abnormal results.
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