starlingblue opened this issue on Aug 24, 2020 · 5 posts
starlingblue posted Mon, 24 August 2020 at 7:14 AM
How? It doesnt work for me, or at least not as expected, it gives me the same diamond shaped convex hull for instance on a ball or a head no matter if its switched on or off.
Is this they way it works?
How can you calculate collisions per vertex or plyogon with soft dynamics? Is this possible? I tried to include the shape in the soft dynamics sim, with all "hard" properties but it takes lot of computation time an gives unexpectet results.
I tried to use a low poly dummy object in place of a head but it didnt work very well, not usable.
So can you deform a cloth, or polygon hair along the exact surface of an object? Or do you need to use the cloth sim for that?
The bullet physics sim would be handy to use if its possible. I made some nice hair animation but it pokes through the head. or otherwise gets into the diamond shape of the collision hull - not usable-
adp001 posted Mon, 24 August 2020 at 8:20 AM
Not every polygonal object is suitable for dynamics. Neither for Bullet, nor for the Cloth-Room.
Rule number one: Polygons must not penetrate each other.
It is not always easy to see whether a polygonal object fulfills this condition. Objects that are to be calculated physically correct (and are not rigid bodies) should be specially made for this purpose (saying this, hair is 99% out of the game).
Not only should the main requirement be met (no penetration), but the object should also consist of polygons that are as evenly sized and equally distributed as possible. But please only as many as absolutely necessary!
Sure: With a lot of patience and time, a lot of knowledge and a lot of testing you can achieve that you can use objects that are not actually useful for dynamics. Now and then, at least, and mostly not reproducible. And: The experiences made and results worked out usually cannot simply be projected onto the next object.
The best results (when using Poser) I have achieved so far with the Cloth-Room. If you follow the rules there, it works quickly and without complaint.
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starlingblue posted Mon, 24 August 2020 at 8:39 AM
Thanks, this is good to know and the hair I made is pretty bad in this regards, but works never the less.
The problem I experience also occurs with the simple ball and hires cloth disk form the "primitves" folder in the props in the Poser factory runtime.
The cloth wraps around the ball in a low-res diamond shape, not in a ball shape, even if "use animated mesh" ist selected. I expeted that it would use the vertoces aor polygons for collision, not the low-res convex hull shape.
The hair I made doesnt work with the cloth simulation because of the way I made it, the polygons are not connected
I would like to animate it with Bullet Physics becuse it behaves and looks very nice there, just the collision doesnt work right...
adp001 posted Mon, 24 August 2020 at 12:42 PM
I'm in a hurry – so only to your last point:
You can use the hair (clothroom) if you are able to mark the "root" vertices and put them in the constrained group. This will make the polygon-strips stick with their "roots" where the are at the sim-start.
Parts that overlap or do strange things can be moved to the soft-decorated group to get rid of them.
starlingblue posted Mon, 24 August 2020 at 2:00 PM
Thanks.