View Full Version : trapped check

06 June 2008, 11:21 PM
I guess this question is sort of directed at Duncan, but if anyone else knows.. ;)

when the docs say...
"trapped check: When on, tracks self collision crossovers and attempts to push the points that cross over, back. This setting assumes that the surface of the object is in a good state at the start, and attempts to preserve that state."

Is this "good state" refering to the input meshes, initial state or the rest pose?

Tests so far seem to indicate the inputMesh, but sometimes nCloth just refuses to explode ;)



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06 June 2008, 11:21 PM
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