philemot opened this issue on May 25, 2016 ยท 335 posts
VirtualWorldDynamics posted Fri, 02 September 2016 at 4:01 PM
Hello gustaftoni,
I try to reply to your questions by order.
For the Point 3, I will look how to return to the original shape.
The rigidification by neighborhood is good in many cases. It is for this reason it is the rigidification by default. This rigidification can be applied at the creation of the cloth but can also be applied several times on differents parts of the cloth using the vertices tools and groups. You can apply a rigidification with a distance of 1 and a softness of 0.1 to a part of the cloth, you can also apply a rigidification with a distance of 0.1 and a softness of 0.001 (very stiff) on another part. The vertices tools are here to help you to make your selections and the vertices groups are here to apply the functions on the selected vertices.
The scissor is a function to which I never thought. It is a very good idea. This remembers me a great cloth simulator named "cloth REYES" in 3D Studio Max. This plugin had a function which allowed to tear the cloth when the stress between the vertices was too high.
The transparency can be very efficient in some cases. Today, I added it to the program. For now, you can use the "A" key to see through a dynamic element or a collision element. This function only shows the lines of the mesh. I don't know if you have used this functionnality.
The scale made in a particular direction can be very useful. Just a question, when you say Y and X axis. I suppose you say X and Z direction for a horizontal scale and Y direction for a vertical scale. Is it right?
Some functions are easy to implement in the program. All will not be applied tomorrow ;-)
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