View Full Version : Cloth : trying to use Reactor
AshodT 06-01-2003, 06:00 PM hey guys.
im trying to use reactor cloth modifier,but i cant make it work.i cant even start a simulation or anything,because i simply cant access the reactor dialogue parametres as written in the manuals.
can anybody tel me how to deal with this?
thanks.
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Dave Black
06-01-2003, 06:16 PM
Well, in order to use cloth with reactor, you'l need a few things.
First, you need geometry...duh.
Then, you'l need a Reactor cloth modifier on that object.
Now, you'l need a reactor cloth collector dummy.
Add that geometry(with the modifier) to the collector.
Now, open you're utilities panel, and click the reactor button.
That will get you the main reactor parameters.
I think the cloth modifier is what you're looking for, though. It has all the properties of cloth for you to edit.
Hope that helps.
-3DZ
:D
AshodT
06-01-2003, 06:28 PM
hey 3DZealot!!
thanks man,that really helped.
i think i have to ask more,hehe. when i used simcloth,i had to define another object (the girl in this case) as a deflector.
any clue how to do that with reactor?
thanks.
heres a shot of the "cloths". (this is experimental until im sure i can handle more complex stuff.
thanks
Schnupps
06-01-2003, 06:50 PM
You have to put the deflecting object in a rigid body collection, set weight to zero in reactor utilies.
Schnupps
AshodT
06-01-2003, 07:35 PM
hey Schnupps
thanks.
but nothing is happening :shrug:
i created a wind from the reactor menu,but i cant bind it. maybe i havent got to?? anyway,the rigid body way didnt work for me.
could be something wrong i did.
Schnupps
06-01-2003, 09:43 PM
Should work though... Maybe try a easy scene first, a plane above a sphere or so. Do the steps 3dZealot wrote to the plane.
Create rigid body collection and put the other object in there.
Go to reactor utilities and check if the prperties of the rigid body are set to mass:0 and unyielding "on" if you want to animate that object.
For the reactor wind, you donīt have to bind it, just selct to work on cloth.
Then hit perform simulation and watch the plane falling on the sphere and sliding down.
Schnupps
Stroker
06-01-2003, 09:49 PM
I had problems with putting the character in rigid body collection and having things work.
When I put the character in a deforming mesh thing, it was all good.
Even when the mesh wasn't deforming, that's what I had to do for some reason.
I don't know.
Schnupps
06-01-2003, 10:01 PM
You just need the deforming mesh collection , if you object has subobject animations (like a character has) if not rigid is faster.
And donīt forget complex models like characters must use concave simulation.
Schnupps
Dave Black
06-02-2003, 01:43 AM
I'd also like to add, that it may be a very, very good idea to model hulls for the character at this point, as it will save you a ton of calc time in the future.
-3DZ
:D
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