View Full Version : Flex cloth drape problem
artistx 11-19-2002, 04:24 PM I followed the tutorial in the max resource files on draping cloth using the flex modifier. I built on that tutorial and instead of using the simple Sdeflector I used the UDeflector and chose a geometric cube as my deflector object. The cloth drops over the cube, but the edges of the cube cut through the cloth. I intended to drape the cloth over an even more detailed mesh, but the simple cube seems to be trouble enough. The cloth mesh is 20by20. Is this a mesh density problem? Do I need to change simulator types (Euler to Kutta)? If anyone could help me out with this problem I would really appreciate it. Thanks
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BrandonD
11-19-2002, 04:55 PM
Euler is a faster dynamics solver, but less accurate. If you're having accuracy problems, then using Runga-Kutta and perhaps increasing the sample rate would help.
Personally, I don't see why you'd need to use Flex to do this. Reactor is now part of MAX and has decent cloth tools.
Iain McFadzen
11-19-2002, 05:39 PM
Simcloth beats the shit out of Reactor cloth any old day IMO, and what's more it's gratis even if you are using an earlier version of Max and haven't yet been able to take advantage of the Max5+ free Reactor deal.
artistx
11-21-2002, 01:41 PM
Thank you for your replies BrandonD and Ian. I'm still on Max 4.0 so I guess I'll have to try out SimCloth. I downloaded the software and will probably test it tonight. Thanks again
artistx
11-22-2002, 12:26 AM
I have to use rigid body dynamics for a class project and I was wondering if you guys could help me with another problem. I have two squares sitting on a ground plane (a basic poly cube). I also have a sphere that rolls down a slanted plane (this is a seperate object. The sphere is supposed to roll down the hill and hit the two cubes, knocking them to the side. The rolling ball is working fine, but the cubes I have setup keep falling through the ground plane. The mesh density is pretty high on all the objects so I don't think that's the problem. I also have all the objects set on "mesh" for collision testing and "surface" for calculations. Any other ideas as to why this is happening? Thanks.
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