transforming geometry with nCloth cache

185 views
Skip to first unread message

Florian Koebisch

unread,
Mar 2, 2012, 8:55:58 AM3/2/12
to maya...@googlegroups.com
Hi,

I simulated a deck of cards that are blown away by some wind using nCloth and created a nCache. Now, I wanted to have another deck of cards in my scene and instead of creating another simulation, I thought I could just duplicate my original cards, transform that in space and turn it into nCloth. Then I attached the cache from my original deck of cards to the new one.

The problem is, as soon as the cache starts playing back, the new deck of cards is transformed to the original deck's position (where the original cache has been created). I need the new deck of cards to remain at its position and play back the cache relative to this new position, does anybody know how this is possible?

I tried creating both nCloth objects with Local Space as well as World Space output, but that didn't change a thing. Thank you in advance for any ideas.


Armin Mueller

unread,
Mar 2, 2012, 9:59:49 AM3/2/12
to maya...@googlegroups.com
Hello,
you could try converting your nCache to a geoCache and use that instead.
You can transform geoCaches, and you would not need nCloth at all, just
the geo.

armin

sid

unread,
Mar 2, 2012, 10:09:47 AM3/2/12
to maya...@googlegroups.com
This may sound a little.... I dunno....

How about grouping your duplicate and moving that new group? Should stay in tact, no?

Sid

stephenkmann

unread,
Mar 2, 2012, 10:18:50 AM3/2/12
to maya...@googlegroups.com
you should be able to just translate the geo, nCache or geoCache, they are identical

what you are probably getting is that when you duplicated the object, it kept some history in there.

start with a fresh piece of geo, and  geometryCache --> "import cache...", or   nCache --> "attach existing cache file"

( you can attach existing cache file, without cloth nodes, it acts identical as geo cache)

and then move it around.

also, with your existing geo, turn off / delete the nucleus node, and see if that changes anything.


hth
-=s
--
stephe...@gmail.com
http://smannimation.blogspot.com/
http://nymayausersgroup.blogspot.com/
http://smann3d.blogspot.com/

Duncan Brinsmead

unread,
Mar 2, 2012, 3:17:51 PM3/2/12
to maya...@googlegroups.com

If you want the same animation and rendering, just transformed differently you could simply instance the cloth mesh and translate/rotate the instance.

If you wanted to actually have different geometry( with potentially different shaders ) then instead of instancing you could create  a mesh node and connect the outMesh of the outputCloth to the inMesh of your mesh, which you could then deform and apply different shaders to. (not sure why the duplicate special doesn’t have a history preserving option… it is a pain to need to connect by hand)

 

Duncan

Reply all
Reply to author
Forward
0 new messages