In this video, I’m gonna explain how to
perform an interactive cloth simulation, like the one I’m doing right now. This is very
simple to do, first I’m gonna create a new plane, scale it slightly and subdivide it. It’s important
to remember that after scaling an object, we need to apply the transformations, since
fabric simulations depend on the measure units, and not doing this could create some issues. Now,
I’ll create a plane and give it a little volume, to use this mesh as a collision o
bject. I’ll go
to the physics panel and add a collision modifier, so the cloth can collide with it. To the
plane I’ll add the cloth modifier. For now, I’ll leave the options as default, since
this video is about interacting with the cloth simulation, but maybe I’ll do a
future video explaining the cloth settings. Now, this plane already has cloth physics. If
I press play, we can see that it falls down, but we can’t move it in any way. To fix this, I’ll
enter edit mode, and select one or mo
re vertex, depending on how we want to grab our fabric. I’ll
add this corner vertex to a vertex group. Now, I’ll select the vertex or vertices I want to use
to grab the cloth, press F3 and search for hooks. I’ll select the hook to new object, that way
it will create automatically an empty object, and add the modifier to the cloth
plane. In the modifiers panel, I’ll specify that it has to affect
our vertex group. It’s important to move this modifier before the cloth
simulation, or it won’t
work properly. Now it’s also important to add the vertex group to
the pin group option inside the cloth simulation. With all done, the simulation should work as
intended, and moving the hook while calculating the simulation will move the cloth freely. If
we want to add different hooks, we’ll have to add new vertices to the vertex group, select only
those vertices and again, the command “hook to new object”. Now I’ll make sure that the adjustment
is again before the fabric simulation, or it
won’t work, and moving this will take only the selected
vertices. If I change the modifiers position, now the simulation works fine, and we have two
handles to modify the object the way we want. Occasionally, when working with this type of
simulation, it’s important to have enough frame duration on the timeline. If our end frame
is too short, we’ll barely have time to move, and the simulation will reset before we finish, so
make sure to give it a fairly high value. On the other hand, the am
ount of frames in our cache are
also important. If there are too few, when they run out, the simulation will freeze, even if the
animation timeline continues. So this two values are important to work the way we want. And that
would be all for this video. In the future I’ll try to make more videos about cloth
simulations and how to work with them.
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