cloth for metal bending (car crash)

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Old 11 November 2012   #1
cloth for metal bending (car crash)

Hi community,
is there a good tutorial online that discusses cloth for metal deformation? I know cloth was used extensively on cars in the 2012 movie, etc.

Thanks in advance,
Anselm
 
Old 11 November 2012   #2
i saw some tutorials in joe gunn about this, but on dvd
 
Old 11 November 2012   #3
I know about Tyson Ibele tutorial:
http://www.tysonibele.com/Main/Tuto.../rbdynamics.htm

He used the same metod for this animation:
http://www.tysonibele.com/Main/Anim.../ivan_crash.avi


And my poor unfinished attempt:
http://www.youtube.com/watch?v=y8XTA8yC0b8&feature=plcp
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Last edited by d4rk3lf : 11 November 2012 at 10:17 PM.
 
Old 11 November 2012   #4
Thanks! But the tutorial is on reactor which is no longer featured and it's cloth is wonky. i ment the straight cloth modifier. Also the videos show final results not the way to get there. I'l check Joe's stuff i guess.

Anselm
 
Old 11 November 2012   #5
Well, for my test, I used cloth modifier, not reactor.
It really doesn't matter as long as you have the desired effect.

Btw, one script that might help is conform wrap from Paul Hormis, that can help if you have too dense car-mesh for the collision, and use some plane to wrap over car surface, and therefore have a something that cloth modifier handles with no problem.
http://www.hyperent.com/MaxScriptDo...omplete-543.exe
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Old 11 November 2012   #6
It's very difficult to do with cloth solvers - they are intrinsically bad for plastic deformation. The way I do it recently is with particle based displacement - I run RBD sims, create particles on the hit points, then use Genome to displace the bodywork with some textures around the particles. Fast and good Works if it's not a slowmo shot. If it is - I use jointed proxies with TP - create a proxy particles on the surface of the object, joint them up, hit them with something, joints break, and in x frames they rejoint, so the deformed shape is kept. Then export particles to geometry and skin.
 
Old 11 November 2012   #7
hah, thats exactly the box2 way but i wanted to try cloth over a particle approach.
 
Old 11 November 2012   #8
You can do something with simming, pointcaching and deleting the frames after it initially deforms. But it's very difficult to make cloth solvers plastic.
 
Old 11 November 2012   #9
Yeah, for 2012 we used tp and cloth together. The tp was for low res car sims which we exported to keyframed objects, then we linked the cloth object to a rig that was linked to our sim node, and ran the cloth sim, then we manipulated the point cache animation based on the animation so that we would 'freeze' or ease into a frozen mesh, essentially capturing the state during a major collision (done by hand, with the help of scripts), but since we had a keyframed object to link to, we could re-link to our rbd object or rig and it looked just like a 'plastic deformation' as Hristo was mentioning.
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Old 11 November 2012   #10
The Cloth modifier has a "plasticity" parameter. Set it to 100 for 100% inelastic deformation.
 
Old 11 November 2012   #11
..look here...

http://forums.cgsociety.org/showthread.php?t=1037417
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Old 11 November 2012   #12
Originally Posted by GMS-575: ..look here...

http://forums.cgsociety.org/showthread.php?t=1037417


Awesome, looks like what i was looking for. Thanks everybody for contributing. Will evaluate all suggestions

Thanks!
Anselm
 
Old 11 November 2012   #13
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