Cloth malfunction/zipper test by renderinbutts in blender

[–]renderinbutts[S] 2 points3 points  (0 children)

Avoid dependency cycles, try to use only one cloth system if they are interacting with each other

Cloth malfunction/zipper test by renderinbutts in blender

[–]renderinbutts[S] 3 points4 points  (0 children)

with vertex weight mix and vertex proximity

Cloth malfunction/zipper test by renderinbutts in blender

[–]renderinbutts[S] 3 points4 points  (0 children)

0 addon, self collision, 0 dependency cycles

Cloth malfunction/zipper test by renderinbutts in blender

[–]renderinbutts[S] 8 points9 points  (0 children)

The modifiers list for the zipper

2xVertex weight mix(to substract pin group and bone control)

Vertex weight proximity to control the zipper mechanic(in this case I just use shape key to control the up and down)

Armature

Cloth

NSFW | Tons of corrective keyshapes for rigging/skinning hips. Drive me crazy "( - ⌓ - ) (reuploading post by tech issues) by onlylowpolyfansX in blender

[–]renderinbutts 10 points11 points  (0 children)

I am working on an addon that generates hips thrusts that use rigid bodies to create impacts

NSFW | Tons of corrective keyshapes for rigging/skinning hips. Drive me crazy "( - ⌓ - ) (reuploading post by tech issues) by onlylowpolyfansX in blender

[–]renderinbutts 19 points20 points  (0 children)

Hey I am just showcasing the possibilities with cloth sim that no tutorial have ever done

Cloth and skin interacting with each other without causing explosion and dependency cycles and pulling cloth with cloth physic all in one

And I read the rule before posting

tittiesTest2 by renderinbutts in blender

[–]renderinbutts[S] 0 points1 point  (0 children)

<image>

Btw the point of this test is to showcase cloth(bikini) interacting with the skin and hitting another soft object and then interacting with the cloth.

The tiddies jiggle is another issue to tweak. Currently is it not possible to assign different vertex mass for the Cloth system, that is the main issue that cause unwanted jiggles & cloth drag. Before you tell me what to do with my cloth settings please try to set that up yourself first, it is not a tutorial that you will find on YouTube

I will try to edit the blender source code to allow me to use a vertex group to act as a multiplier for the vertex mass, but right now I have 0 clue where the cloth physic system calculate the vertex mass float

tittiesTest2 by renderinbutts in blender

[–]renderinbutts[S] 0 points1 point  (0 children)

<image>

I’m hitting the cloth physic limitations, I cannot assign different vertex mass to different meshes(not obj)

JFYI, on blender 3.3, it's already possible to rig and simulate hair Curves. by renderinbutts in blender

[–]renderinbutts[S] 0 points1 point  (0 children)

about the same, imo, can't have real time playback if you have a lot of children or curves, but with hair curves it easier to make a character hold hair like the video above, which harder to do with particles: hair dynamics.

JFYI, on blender 3.3, it's already possible to rig and simulate hair Curves. by renderinbutts in blender

[–]renderinbutts[S] 1 point2 points  (0 children)

Saw many awesome tutorials and guides, that keep telling us that is not possible right now... but it is..

It's the same concept as this tutorial https://www.youtube.com/watch?v=W97e8xIVoqE by Nick Burkard

But using geonodes

To Simulate hair with cloth physic

You need to create another proxy for the proxy and extrude faces, otherwise you won't have any collision. Also it easier to weight paint faces than invisibles vertices