marble opened this issue on Feb 11, 2017 ยท 140 posts
VirtualWorldDynamics posted Mon, 13 February 2017 at 11:09 AM
If you have some problems using the rigidification by neighbourhood which generates a memory error when some parts of the clothe have a very small mesh structure, you can use the rigidification by extension during the mesh generation and then apply a rigidification by neighbourhood for only some parts that need to be linked (buttons, pockets, etc...).
Associated to the springs reduction and the distance min functions, I think you can simulate all kinds of clothes.
I want to write one or two decimator(s). One for the clothes and perhaps another one for the hair. These mesh structures are very different and perhaps they will need two methods to be decimated.
Currently, I work on the GPU conversion. Not so easy to do but this is in progress.
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