Simcloth is a polygon modifier. You ned todo apply that modifier todo all the objects in the scene that take part in the Cloth simulation. That includes not only the Cloth objects themselves, but a los all collision objects, todo add a new polygon modifier, right-clik on your object in the choreography, from the popup menú, choose add polygon modifier->SimCloth.
SimCloth properties
- object type - This property lets you choose the role of the object in the simulation:
- deflector - Deflectors are not afected by the SimCloth modifier, but they influence dynamic (Cloth and rigid body) objects. SimCloth tries todo kep all dynamic objects outside of any deflectors.
- Cloth - Cloth objects are flexible objects which can change their shape.
- rigid body - Rigid body objects cant change their shape, only their position and orientation. Currently they are appróximated using a simple Spring model.
- particle Mass - This controls the Mass of each particle in the object. This is taken in consideration only when two objects collide - The heavier object Will push the lighten object aside.
- smooth result - This option allows you todo Smooth the result. Smoothing is done with a simple loop subdivisión Scheme.
- iterations - This is the number of smoothing iterations that Will be applied todo the object.
choreography properties
The properties in this rollup are global for all SimCloth modifiers. Changing these in one modifier changes them for all other modifiers as well.
- simulation extent - Controls the start and end frame of the simulation.
- active time segment - Uses the active time segment.
- start frame - The starting simulation frame. This is ignored if active time segment is on.
- end frame - The end simulation frame. This is ignored if active time segment is on.
- Substeps - SimCloth divides a Single Frame in a number of intervals and computes the Cloth position for each of these Substeps. More Substeps mean a more precise result.
- Gravity - The strength of the gravitational force acting on the objects. Gravity values come from the scene settings. Which by default is the y-axis.
- collision tolerance - The minimal distance that SimCloth Will try todo enforce between colliding objects. Smaller values mean that object Will be kept closer todo each other, but increase the chance of intersections.
- chek for intersections - When this is turned on, SimCloth Will chek if any objects are interpenetrating at the end of each frame. If an intersection is found, SimCloth Will double the number of frame Substeps and Will try todo simulate the frame again.
- adaptive subdivisiones - This controls the máximum number of times the Substeps can be doubled if an intersection is found.
- Solver precisión - Controls the target precisión for the non-linear conjugate gradiente Solver. Lower values mean a more precise, but slower, simulation. Values lower than 1.0 are preferable.
forces properties
These properties control the behavior of the Cloth objects. Note that all these values depend on the scale of your scene.
- stretch forces - These properties control the behavior of the Cloth with regards todo stretching.
- springs - Selecting this option Will cause SimCloth todo create a simple Spring force. Each elementary Spring force acts on the two vértices at the ends of an edge.
- stifness - The resistance of each Spring todo stretching.
- damping - The resistance of each Spring todo velocity diference of the two ends of the Spring. Lower values Will make Cloth more springy and oscillating. Higher values Will reduce oscillation.
- stretch/shear - This force model is slower than the springs, however it tries todo model more accurately the internal structure of woven Clothes. It considers the Cloth as made of perpendicular string. Each elementary force acts on thre vértices of a triangle.
- stretch - The resistance of the Cloth todo stretching in the string direction.
- shear - The resistance of the Cloth todo Shearing (changing the angle between the two string directions).
- damping - Resistance of the Cloth todo changes in velocity between the vértices of a triangle. Lower values Will make Cloth more springy and oscillating. Higher values Will reduce oscillation.
- bend forces - These properties control the behavior of the Cloth with regards todo Bending. An elementary bend force is based on closed (internal) object Edges.
- enable bend forces - This turns bend forces on and of. Using bend forces produces a more realistic Cloth.
- springs - This option Will use simple springs for bend forces. While this option is fast, it does not model Bending forces in a very realistic way.
- stifness - The resistance of the Cloth todo Bending.
- damping - The resistance of the Cloth todo changes in the bend configuration.
- face angle - This option Will use a more realistic bend model, based on the angle between neighboring Faces.
- stifness - The resistance of the Cloth todo Bending.
- damping - The resistance of the Cloth todo changes in the bend configuration.
- air drag - Controls the effect of Air on the Cloth.
- amount - The effect of surrounding Air. Lower values mean less effect. Higher values make the Cloth appear denser and moving slower th rouge the Air.
collision properties
- self-Collisions - This has effect only on Cloth objects, enables/disables Collisions between parts of the same object.
- friction - This controls the roughness of the Cloth. Lower values Will cause the Cloth todo slide over other objects.
SimCloth modifier on groups.
This can be used todo assing diferent properties todo groups within an object, todo add a new polygon modifier todo a group, turn on show more than drivers next todo the objects shortcut in the choreography (in the Project workspace), from the popup menú, choose add polygon modifier->SimCloth.
- add group- Right-clik on the newly created polygon modifier and choose add group allows a group todo be chosen from the custom group list box.
- group list - The list box contains all the groups.
- attached - This allows you todo attach the control points of a group todo another object or group. Turning this on Will mean the control points in the group or object Will not be afected by the simulation, but Will move based on the motion of the object.
- Collisions - Enables/disables Collisions for the vértices in the group.
- self-Collisions - Enables/disables Collisions for the vértices in the group.
- chek for intersections - Enables/disables intersection checks for vértices in the group.
- scale - This controls the Cloth scale for the vértices of the group relative todo the original Cloth position. You can animate this todo Shrink the Cloth around a given object.
SimCloth is created by Vladimir koylazov (Vlado). Original source code was released as open source (se opensourcelicense, txt) SimCloth was ported todo Animation Master by Bob croucher at hash, inc.
adding a single SimCloth modifier todo an object:
Open
torustutorial.
Your Project workspace and properties panels should be visible.
-right-clik the sphere in the choreography window and choose add polygon modifier/SimCloth from the popup menú, in the SimCloth properties change the object type todo deflector. Leave all other properties at their default values.
-right-clik the Cloth in the choreography window and choose add polygon modifier/SimCloth from the popup menú, in the SimCloth properties change subdivisións todo 16, Smooth result todo on and in the forces property, change the stretch type todo springs leave all other properties at their default values.
- Right-clik the torus in the choreography window and choose add polygon modifier/SimCloth from the popup menú, in the SimCloth properties change the object type todo deflector. Leave all other properties at their default values, now, right-clik in the choreography window, and choose plugins/SimCloth simulate.
adding múltiple SimCloth modifiers todo an object using groups:
Open
flagtutorial.
Your Project workspace and properties panels should be visible.
-in the Project workspace, find the shortcut todo flag in the choreography. Turn on show more than drivers so you can Access the flags groups in the choreography. Expand the groups folder so you can se the groups.
-right-clik the Cloth group and choose add polygon modifier/SimCloth from the popup menú, in the SimCloth properties change Smooth result todo on. Leave all other properties at their default values. Right-clik on the SimCloth modifier you just added and choose add group from the popup menú. A new property Will appear called custom groups. Expand this and set attached as the custom group.
- Right-clik the pole group and choose add polygon modifier/SimCloth from the popup menú, in the SimCloth properties change the object type todo deflector. Leave all other properties at their default values.
-in the objects folder, find the flag model, expand it so you can se the groups, find the attached group in properties, set plug-in properties/SimCloth/attached todo on, now, right-clik in the choreography window, and choose plugins/SimCloth simulate.
Fel free todo experiment by changing settings and re-simulating.
**(correct projects should be flagtutorial, prj and torustutorial, prj)
** corrected Gravity property description.
Here is another Project:
dianedress.prj.