← All ideas
  • Published 24 Feb 2024

Cloth simulation- to not to process pinned vertices. Or process only selected groups (+ multiple modifiers in the stack).

For now Blender has cloth simulation and I use it for simulating soft bodies. Also, there is a soft body simulation which is a little slower for a high vertice count and much slower for a low vertices number, thats why I dodn't use it. Problem- if to apply cloth simulation to a high poly mesh it runs slow. If this mesh need only part of it to be simulated as soft body- I can create a proxy mesh binded to to the same control system (rig, hooks etc.) It works, but process of syncronizing meshes is problematic- it causes unwanted moves for binding, switching to control system, problems with borders because modifiers if I just copy a part of mesh for proxying. But if it was possible to not to process the pinned group (or some other group which is not even asking for weight, as pinned does now. It could help a lot with removing proxies from the workflow. For now if I apply cloth or soft body to any high poly mesh it is slow regardless of number of pinned immovable vertices. And sluggish because of the nutber of vertices only. Furthe development may add multiple cloth/soft body simulations to one object. If it works with proxies, why can't it work like that? I saw the code github.com/blender/blender/blob/main/source/blender/blenkernel/intern/cloth.cc but I'm far from developing it. As I can see, it is possible to use soft body and cloth simultaniously.

100%

Development Status: Open

Upvote 2 Downvote 0
kex243
24 Feb 2024

0 Comments