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Old 01-16-2013, 08:23 PM   #1
JeremyW
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Cloth tear making polygons disapear

I'm playing around with Cloth and the Tear function. I've had some limited success in the past, so I know enough to use a clothNURB and other such basics. My current situation is that rather then tearing, I am getting bunches of polygons disappearing, more like random holes popping in than a tear. Any insights?

TIA
 
Old 01-16-2013, 10:12 PM   #2
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I'll add that I have also played with vertex maps to map the tear. No joy, much weirdness.
 
Old 01-16-2013, 10:55 PM   #3
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Quote:
Originally Posted by JeremyW
I'll add that I have also played with vertex maps to map the tear. No joy, much weirdness.


you should add more informations about what you are trying to do. cloth tearing is working
as expected for me (win64/r14). when you define large continuous areas in a vertex map
'holes' are the correct results. create a selection in a circular fashion when you actually
want to seperate one piece of mesh from the other. filling your selections will obviously
result in each vertex being sepereated from each neighbouring vertex, so that the piece
being torn appart will actually disappear, as there are nomore any connected polygons
in this part.

its kind of obvious what i am telleing here, so i guess i am missing something.
 
Old 01-16-2013, 11:41 PM   #4
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The cloth object "tears" by killing certain polygons (where the tearing occured) in the generator, on the original mesh they remain as just stretched out polygons with no spring connectivity, in order for this to look good you basically need to increase the subdivisions in the area wher the tearing is going to happen.
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Old 01-17-2013, 12:00 AM   #5
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Quote:
Originally Posted by Per-Anders
The cloth object "tears" by killing certain polygons (where the tearing occured) in the generator, on the original mesh they remain as just stretched out polygons with no spring connectivity, in order for this to look good you basically need to increase the subdivisions in the area wher the tearing is going to happen.


That's clear. Thanks Per-A
 
Old 01-17-2013, 12:00 AM   #6
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