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vicnorman
03-31-2008, 11:14 AM
Hello again!
I'm totally new to cloth simulations and need to do rubber text tearing apart. I had some great results in my preliminary tests but now I'm stuck. What looked so great when applied to a simple plane doesn't work so nice when applied to my text poly. The words "tall tale" are meant to stretch like rubber and then snap apart in the middle. The tearing is fine, but during the animation some points start flapping away and/or get stuck in mid-air. It also tears in places where it shouldn't. I've spent the last eight hours with different subdivisions, vertex maps, tris/quads, etc etc.Finally I admit defeat. Can anyone help me solve this ??

Oh and the polygon is a loft nurb-text spline combination made editable, I set the Cap to regular grid and Quads before making editable.

Here's the first frame:
http://www.vicnorman.com/tale1.jpg

And here a few frames in. A bunch of not so good looking deformations...

http://www.vicnorman.com/tale2.jpg
http://www.vicnorman.com/tall2.jpg

Victor

JamesMK
03-31-2008, 11:48 AM
Two things spring to mind:

1. To get the best possible mesh to start with, before you make it editable, set the Text Spline intermediate points to 'Subdivided' and a reasonable Maximum length (on the default size of a text spline for instance, somewhere around 5 is a good value). Then, in the Loft Nurb, set the regular grid width to the same value as the subdivision (in this example, the cap grid width would be 5 too).

2. Tearing only works when the mesh sits as a child of a Cloth Nurbs object, so make sure that's what you've got. Other than that, it should merely be a matter of finding the sweet spot for the tearing value (150% might be a good starting point).


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vicnorman
04-01-2008, 02:13 AM
Well, I'm making some headway. I've found that the cloth nurb is the actual culprit. Without the cloth nurb it looks dine, but once i turn it on and give it some thickness, edges start flying.

vicnorman
04-01-2008, 07:19 AM
Got it working nice now. It was mainly an issue of too many polys on the sides. I started out with as few points as possible and subdivide where it was needed. Presto. Thanks for the tips guys!!

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