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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 03 8:14 am)



Subject: Rope in cloth room, can this be done?


Tiny ( ) posted Tue, 30 October 2012 at 11:13 AM · edited Wed, 01 January 2025 at 10:34 AM

file_488094.jpg

I have a rope object I'd like to be stuck at a wall at one end and to a horse head the other end. When doing a cloth simulation it should follow the horse head animation. 

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.



RedPhantom ( ) posted Tue, 30 October 2012 at 11:23 AM
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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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EnglishBob ( ) posted Tue, 30 October 2012 at 12:22 PM

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.


Tiny ( ) posted Tue, 30 October 2012 at 12:32 PM · edited Tue, 30 October 2012 at 12:36 PM

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).



dadt ( ) posted Tue, 30 October 2012 at 2:20 PM

A cloth object can only be constrained to a figure. Take the wall into the set-up room and add a bone to convert it into a figure.


EnglishBob ( ) posted Tue, 30 October 2012 at 6:20 PM

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.


Fugazi1968 ( ) posted Wed, 31 October 2012 at 3:58 AM

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 :)

Fugazi (without the aid of a safety net)

https://www.facebook.com/Fugazi3D


Fugazi1968 ( ) posted Wed, 31 October 2012 at 3:59 AM

dang bob, didnt see your post, apologies for the similar post.

Fugazi (without the aid of a safety net)

https://www.facebook.com/Fugazi3D


EnglishBob ( ) posted Wed, 31 October 2012 at 4:55 AM

Quote - ... as long as the horse is a collision object ...

No problem, I think you added something that I'd missed. ;) 


Tiny ( ) posted Wed, 31 October 2012 at 9:23 AM · edited Wed, 31 October 2012 at 9:25 AM

file_488143.jpg

Thank you for the extra tips & tricks. I appreciate it a lot.

The interesting thing is that it now is perfectly stuck to the wall but refuses to stay attached to the horse. I have tried both constrained and coreographed (redoing from scratch in between).

Pics showing how I have tested it.



Tiny ( ) posted Wed, 31 October 2012 at 9:23 AM

file_488144.jpg

Next pic



Tiny ( ) posted Wed, 31 October 2012 at 9:24 AM

file_488145.jpg

And the last one.



EnglishBob ( ) posted Wed, 31 October 2012 at 9:27 AM

We're getting there. :)

Is the rope set to collide against the horse? It doesn't matter whether it will actually hit it or not, but as Fugazi1968 pointed out, this may be necessary for constraining to work properly. The cloth simulation needs to "know" what you're constraining against.


Tiny ( ) posted Wed, 31 October 2012 at 12:08 PM

Yes, both are set to detect collision. 



Fugazi1968 ( ) posted Wed, 31 October 2012 at 12:54 PM

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)

https://www.facebook.com/Fugazi3D


Tiny ( ) posted Wed, 31 October 2012 at 2:08 PM

Oh dear, I am soooo senile! I totally forgot about that setting. 

It works perfectly now. >happy dance<
Thank you so much guys. appreciate it a lot. Big hug! 



Fugazi1968 ( ) posted Wed, 31 October 2012 at 2:20 PM

sweeeet :) happy days

Fugazi (without the aid of a safety net)

https://www.facebook.com/Fugazi3D


EnglishBob ( ) posted Wed, 31 October 2012 at 3:15 PM

Good catch, Monsieur le Fugazi. :highfive:

happy dance< 


Fugazi1968 ( ) posted Wed, 31 October 2012 at 3:24 PM

one does ones best Sir Bob :)

Fugazi (without the aid of a safety net)

https://www.facebook.com/Fugazi3D


Fugazi1968 ( ) posted Wed, 31 October 2012 at 3:37 PM

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

  1. In the material room make the inner strip transparent

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)

https://www.facebook.com/Fugazi3D


Fugazi1968 ( ) posted Wed, 31 October 2012 at 3:38 PM

file_488156.JPG

ooops forgot the image :)

I've made the strip quite thin, it may need to be thicker.

 

Fugazi (without the aid of a safety net)

https://www.facebook.com/Fugazi3D


EnglishBob ( ) posted Wed, 31 October 2012 at 3:46 PM

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. 


Fugazi1968 ( ) posted Wed, 31 October 2012 at 3:56 PM

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.

Fugazi (without the aid of a safety net)

https://www.facebook.com/Fugazi3D


Tiny ( ) posted Wed, 31 October 2012 at 3:59 PM

Brilliant ideas and approaches. Thanks!
Will test tomorrow. Late here now and house full of guests that seem to want to spend time with me for some reason. ;)



Fugazi1968 ( ) posted Wed, 31 October 2012 at 4:02 PM

How unreasonable of them :)

Fugazi (without the aid of a safety net)

https://www.facebook.com/Fugazi3D


Tiny ( ) posted Thu, 01 November 2012 at 1:20 AM

Quote - How unreasonable of them :)

My thoughts too. No respect at all. ;)



raven ( ) posted Thu, 01 November 2012 at 3:07 AM · edited Thu, 01 November 2012 at 3:14 AM

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?



dadt ( ) posted Thu, 01 November 2012 at 3:39 AM

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.


EnglishBob ( ) posted Thu, 01 November 2012 at 5:30 AM

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.


dadt ( ) posted Thu, 01 November 2012 at 2:30 PM

file_488176.jpg

I have found that dynamic strngs of beads collide perfectly well with figures, dynamic cloth and each other.


aRtBee ( ) posted Fri, 02 November 2012 at 12:55 PM

file_488210.jpg

I did a chain of links in my basic cloth room tutorial, right here:

http://www.book.artbeeweb.nl/?p=766

all chackles behave separately while staying linked and animated, and behave well to some extend.

- - - - - 

Usually I'm wrong. But to be effective and efficient, I don't need to be correct or accurate.

visit www.aRtBeeWeb.nl (works) or Missing Manuals (tutorials & reviews) - both need an update though


Tiny ( ) posted Fri, 02 November 2012 at 3:36 PM

Great. Will have a look and study. 



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