| 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 [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:
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