Reactor – Cloth and a Rigid Body

 

Deformable bodies are more complex than rigid bodies and therefore reactor will take more time to simulate them.

 

4 types of deformable body        
There are four main types of deformable body provided with reactor, each of which is dealt with in their own section:

·         Cloth, a deformable 2-dimensional triangular mesh

·         Soft Body, a deformable 3-dimensional closed triangular mesh

·         Rope, a deformable 1-dimensional chain of vertices.

·         Deforming Mesh, a deformable mesh whose vertices have already been animated, for instance the skin on a character rig.

Note – there are 4 methods for deformable constraints:

·         Fixing Points in World Space

·         Keyframing Points

·         Attaching Points to Rigid Bodies

·         Attaching Points to Deforming Meshes

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We will be using Cloth first.

Setup

My set up is a sphere with some move and rotation animations, with the Skin pose [frame 0] as a cylinder forming sort of a “dress.”


Make a rigid body

 

First! you need to have a rigid body for the mesh to deform against ... assign rigid body to the sphere:

 

 

 

In order to be able to use our keyframes of the sphere in the simulation, we have to make a particular setting in the Utilities tab; UNYIELDING:

 

 

 

Cloth

 

 

My cloth will be this cylinder that will be attached to a sphere:

 

 

Add cloth to a cloth collection

Our cloth must be added to a cloth collection:

 

 


We will be attaching points [or vertices] to a rigid body [the sphere]

Select the top row of vertices to constrain and Attach to Rigid Body:

 

 

There are many settings for the cloth modifier. One you will most likely want is, Avoid Intersections:

 

 


When Attach to RigidBody is selected, a new rollout appears so you can pick the sphere:

 

 

 

Deselect sub-object level:

 

 

 

With the sleeve selected, create a Cloth Collection:

 

 

Here is a preview:

 

 


Remember, we can always go to a certain part of a simulation and make a still frame with the cloth draped naturally as if the sphere was not animated.

 

To do this, select the rigid body and deselect YIELDING:

 

 


 

 

This shows a screen shot of how the max file has been changed:

 

 


Clear keyframes to go to original state:

 

 

 

If you want to have a frame of a state where the sphere is animated and the cloth is reacting, do this:

 

Turn back on the UNYIELDING properties of the sphere [so the animation of the sphere is part of the simulation]:

 

 

Create animation:

 

 


Go to the keyframe you like:

 

 

Collapse the reactor cloth into the mesh.

 

Alt-click the sphere and set as skin pose.

 

Remove all sphere keyframes [remove the current frame last.]

 

Alt-click the sphere to assume skin pose if the sphere jumps put out [position.

 

Now you have a nice editable mesh from the deformed cloth, if you want it for modeling purposes: