Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 03 8:14 am)
If I had to guess, try having the horse end attached to the horse someway. Then choriograph the other end to the wall.
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I use Poser 13 and win 10
How are you sticking the rope to the horse? I assume by constraining a few vertices at the horse end - then as RedPhantom suggests, you could assign vertices at the wall end to the choreographed group (but don't actually choreograph them). I think you may have to experiment with the cloth parameters to get the rope to drape properly - it may be best to clothify a flat ribbon, then apply displacement to it to get a rope-y appearance.
Thanks guys for the suggestions.
I have worked very little with the cloth room so I feel a bit lost. As long as I know it is possible I will continue experimenting.
Oh, and I have tried both parenting the rope to the head of the horse and 'constraining' it by the horse.
I remember some years back one could 'pin' objects to something but I can't find that anymore (am working with PP 2012).
Parenting won't have any effect on cloth simulation (other than to get the 'cloth' item into the right place to begin with).
Vertices added to the constrained group will try to follow the surface of the nearest figure as it moves. So if you constrain some vertices at the horse end of the rope, they will follow the horse.
Vertices added to the choreographed group will try to stay where they're put; in this case, if you choreograph vertices at the wall end and don't move them, they'll stay in place during the simulation. I'm assuming the wall isn't going to move, but the horse might. ;)
The alternative, as dadt suggests, is to make the wall a figure (if it isn't one already) and constrain that end too. But if it's a prop it seems easier to constrain the horse end and choreograph the wall end.
Because the wall is static I would add the vertices at that end of the rope to the choreographed group. As long as you dont move the rope prop itself, those vertices will remain absolutelt static as if welded to the wall. It works a bit like adding a pin.
That method doesn't rely on the wall being a prop or a figure at all, it doesn't have to be part of the simulation at all.
For the horse end, you shouldnt have to parent it to the horse, as long as the horse is a collision object you should be able to add a few vertices on the end to the constrained group. Though I think that you may need the end to be quite close to or touching the horse itself.
I hope that helps :)
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dang bob, didnt see your post, apologies for the similar post.
Fugazi (without the aid of a safety net)
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detect collision, that doesnt sound right :) Did you click on the Collide Against button and add the Horse in?
Collision detection is realted to but not really a part of a cloth simulation.
John
Fugazi (without the aid of a safety net)
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one does ones best Sir Bob :)
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Just a bit of a thought :) I do have them on occasion. I believe you can make a rope that will not collapse in on itself.
If you make your rope as per the attached image, with a single strip of polys going through the core of the cylinder you can:-
1 - Clothify it
2 - Add the outer shell of the cylinder to the Soft Decorated Group
3 - add the ends of the middle strip to the Choreographed and Contrained Goups as required
4 - Run the sim
The tube shell will follow the inner strip as it moves in the simulation, but it will do it's best not to deform. And I'm pretty sure it will not collapse as I suspect a clotified tube will.
It's not perfect :) the shell may cross into itself depending on the sim, but I think it's worth a go :)
I have used that technique on actual clothes, to get thickness.
John.
Fugazi (without the aid of a safety net)
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I've made the strip quite thin, it may need to be thicker.
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There was some discussion a while back aimed at producing a dynamic chain along similar lines, and it worked quite well going by the renders posted at the time. The links were in the hard decorated group, and tended to pull apart in small-radius bends. However for small links such as those found in necklaces etc. that didn't matter too much. I don't seem to have bookmarked the thread, unfortunately.
I can't see why this approach wouldn't work with a soft decorated rope, and potentially work better. I must try to find the time to experiment with these ideas.
I can see it working on a ball chain or a bead necklace. Specially is the collition offset keeps the cloth bit far enough off of the figure to keep the balls sitting on the skin. Sadly soft and hard decorated groups ingore the figure and poke through the mesh.
On the plus side that speeds up the simulation as those groups only take account of the cloth mesh. Much quicker than all that figure geometry.
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How unreasonable of them :)
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Attached Link: http://www.renderosity.com/mod/forumpro/showthread.php?message_id=3561241
> Quote - There was some discussion a while back aimed at producing a dynamic chain along similar lines, and it worked quite well going by the renders posted at the time. The links were in the hard decorated group, and tended to pull apart in small-radius bends. However for small links such as those found in necklaces etc. that didn't matter too much. I don't seem to have bookmarked the thread, unfortunately. > > I can't see why this approach wouldn't work with a soft decorated rope, and potentially work better. I must try to find the time to experiment with these ideas.
Ahh, Bob!! (sorry, I came over all BlackAdder! :) )
Would the linked thread be the one you were mentioning?
Attached Link: http://http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2615680&page=1
This is probably the thread Bob was thinking of.Attached Link: http://www.renderosity.com/mod/freestuff/details.php?item_id=30357
I've seen both those threads, and I see I said "must find the time to experiment with it" - that was in March 2006. Time flies by so fast, it's no wonder I never have enough of it. I have at least bookmarked the thread now, so I can find it again in another six years. :)I did have a play with Stegy's dynamic pearl necklaces (linked), but didn't really give them a proper trial. To be fair, the cloth room designers didn't have this sort of use in mind, and pushing the boundaries like this does tend to reveal the compromises that have had to be made. Maybe as computers get more powerful, there will be unbiased physical simulation technologies in the same way that we are now beginning to see unbiased rendering becoming usable.
http://www.book.artbeeweb.nl/?p=766
all chackles behave separately while staying linked and animated, and behave well to some extend.
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Usually I'm wrong. But to be effective and efficient, I don't need to be correct or accurate.
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It sticks to the horse but refuses to stick to the wall (or any other character or object). I have tried the constraints but it doesn't help.
Can this be done?
I have tried loads of approaches to be able to solve this, for example I hoped PoserPhysics would do it, besides being an absolute brilliant tool, but it can not.