Reactor Dragon Wings 

Top view, this shows our wings and bones:

 

 

Our wing:

 

 

Select the mesh wing and apply deforming mesh collection:

 

 

Make the membranes [I am making just one to show how it works] ...

 

 

Note – I made a spline outline extruded to 0.0

 

 

 

converted to editable patch

 

 

converted again to NURBS surface

 

 

... you can see the NURBS tesellated the surface ...

 

 

set advance surface approximation to Delaunay ... UNLOCK ...

 

 

 

You can set it higher if you wish:

 

 

 

Apply a simple 2 sided material. The reason for this is we are trying to make a very simple wing without close faces and the subsequent self-intersection issues [more on that to come]

 

 

With membrane selection, apply cloth modifier:

 

 

 

Attach to defmesh [it fins the one you already made]

 

 

Specify the wing [the mesh with bones]:

 

 

Avoid Self-Intersections – nasty!

This bugger takes a LOT of calculation time. Turn it off if you can:

 

[If your wings are only a single plane you can get away with it.]

 

 

Set up the vertices to be  constrained:

 

 

Tip – use this and the Ctrl key:

 

 

EXIT VERTEX SUB-OBJECT MODE

 

 

Make sure properties of both the wing and the membranes are set to UNYIELDING ... this is done by selecting the MESH and using this button:

 

 

 

With the membrane selected, apply a cloth collection:

 

 

 


Disable collision between wing and membrane:

 

 

 

 


Preview ...

 

 

If it looks too loose, make some changes, for example, increase air resistance to 50:

 

 

Notes ... if there is slowness generating the preview, you can reduce substeps in the preview window itself::

 

 

or here: