nDynamics and 600 objects

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  02 February 2013
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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  02 February 2013
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.
 
  02 February 2013
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.
 
  02 February 2013
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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  02 February 2013
Thanks for the example scene
 
  02 February 2013
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