Cloth tear making polygons disapear

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

THREAD CLOSED
 
Thread Tools Search this Thread Display Modes
  01 January 2013
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
 
  01 January 2013
I'll add that I have also played with vertex maps to map the tear. No joy, much weirdness.
 
  01 January 2013
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.
 
  01 January 2013
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.
__________________
The Third Party | Homepage | My Reel
"You need to know what you're doing before you start, and to start because you need what you're doing."
 
  01 January 2013
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
 
  01 January 2013
Thread automatically closed

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
__________________
CGTalk Policy/Legalities
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
 
Thread Closed share thread



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 09:34 PM.


Powered by vBulletin
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.