| 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
=====
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:
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