nDynamics and 600 objects

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Old 02 February 2013   #16
Is it me or will rotations not work correctly using this method?

While a lot faster than a wrap, the high res object will not actually match perfectly like a wrap.

Still a nifty little way to attach buttons, etc..

Cheers!
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Old 02 February 2013   #17
As long as the cubes are relatively rigid then the rotations should be perfect. The follicle derives translation from the point on surface and rotation from the mesh normal and uTangent at that point. The follicles are positions based on UV so the cloth mesh needs to have unique uvs.
 
Old 02 February 2013   #18
Here is a scene that shows the setup I described. I first created a grid of cubes with duplicate special then poly combined them to one mesh. I applied createUVs:automatic mapping and then made the mesh nCloth, increasing bend/stretch/compression and substeps to make the cubes rigid. Then I created a more complex cube shape and instanced it to the same grid with duplicate special. I selected all these new instances along with the cloth output mesh and did parentToSurface.
 
Old 02 February 2013   #19
Cheers for that.

I misunderstood, I thought the hires objects could also be combined into one object and just use one follicle for this method... thats why rotations were wacked.
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Old 02 February 2013   #20
Thanks for the example scene
 
Old 02 February 2013   #21
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