[Bf-committers] Moving cloth simulations?
zzyxpaw at gmail.com
Wed Mar 11 09:18:52 CET 2015
Wow, that works beautifully :D
I don't know how I didn't think of that. Thanks!
P.S. Can't wait for the new particle system ;)
On 03/11/15 00:56, Lukas Tönne wrote:
> Simple solution: use a group instance
> On Wed, Mar 11, 2015 at 8:35 AM, Lukas Tönne <lukas.toenne at gmail.com> wrote:
>> Physical sims usually depend on interaction (collision) and world-space
>> effects (force fields), so they are calculated in world space. That the
>> cache also stores/applies in world-space is debatable, but not easily
>> fixable with current system. Some scripting hack could provide a workaround.
>> On Wed, Mar 11, 2015 at 4:55 AM, gandalf3 <zzyxpaw at gmail.com> wrote:
>>> Is there a way to move a baked cloth simulation?
>>> I expected the mesh to move with the object, as a fluid or smoke
>>> simulation does. However it seems the mesh just stays in place while the
>>> object origin moves.
>>> Use case:
>>> I have an animated character with cloth simulated clothing. I'd like to
>>> bake the simulation, then duplicate and transform the character
>>> (clothing included :P) to various locations/rotations.
>>> Is this possible? Is there a technical reason why cloth caches are not
>>> represented in object space?
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>>> Bf-committers at blender.org
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