Zaru
09-10-2008, 03:16 PM
Hello.
I am currently working on the last part of my model. It's a fishing pole with a flag attached to its end. All of it is a part of a vehicle which will be driving through the desert. As it is known, the fishing pole is quite flexible so when vehicle will roam around with full speed the pole should frequently bend itself. I've decided to make the flag an nCloth surface to have better control over it than I would have over particle solution. The pole is a simple polygonal cylinder linked to a bend deformer. I am animating curvature to simulate the bending effect.
And here is where problem starts.
When I constraint (transform) my nCloth flag to pole's edges, and move the pole around, it's okay. But when I key the pole's curvature attribute, flag is still bound to the former position of pole's edges/vertices despite of their translation due to non-linear bend deformer.
Does anyone know what could cause such a thing? Maybe I should mess with pole's hierarchy order?
I am currently working on the last part of my model. It's a fishing pole with a flag attached to its end. All of it is a part of a vehicle which will be driving through the desert. As it is known, the fishing pole is quite flexible so when vehicle will roam around with full speed the pole should frequently bend itself. I've decided to make the flag an nCloth surface to have better control over it than I would have over particle solution. The pole is a simple polygonal cylinder linked to a bend deformer. I am animating curvature to simulate the bending effect.
And here is where problem starts.
When I constraint (transform) my nCloth flag to pole's edges, and move the pole around, it's okay. But when I key the pole's curvature attribute, flag is still bound to the former position of pole's edges/vertices despite of their translation due to non-linear bend deformer.
Does anyone know what could cause such a thing? Maybe I should mess with pole's hierarchy order?
