Is this possible in 3d simulation, where u can get certain parts of a cloth to maintain its shape while being simulated like this:
This can be done with rigid bodies but it would be easier and faster
with cloth especially if you have a lot of hair poly strips or hair
strips tied with a ribbon or something attached so if we can paint
weights for cloth maintaining their shape when simulated would be great.
Think of clothes with a lot of frills and gathers at the rims, curved
or curly hair, braids and so on.
Is this possible in any 3d simulation app? Even Nvidia cloth does not have this.
Replies
https://docs.unrealengine.com/latest/INT/Engine/Physics/Apex/
I think you can attach animated skeletal meshes with simulating rigid bodies, and cloth to that but I never actually tried so I'm not really sure how would this go. But other than the links I've put here, probably there are many resources about Apex cloth with Unreal, onthe internet.
Right now cloth is simulated with stiffness on certain areas and other areas dangling when stiffness is zero. Like the red circled area tend to lose their shape or collapse if stiffness is zero and only retain their shape fully if pinned. In the real world, hair or frills tend to be stiff at the ends and still bend with gravity. I am wondering why cloth can't simulate like that.
If this is possible, no need for rigid bodies, just paint pinned vertex areas, simulated areas(unpinned) and maintain vertex shape in unpinned areas. There should be a way to get certain parts that hold their shape and bend say curly hair. I gather this would mean infinite edge spring strength and bending.
I still assume if I don't misunderstand your example and meshes, you want one continuous body with different kind of physics behaviours. I'd say on this level this is probably not possible inside Unreal, without sme external data.
At the end of the day we could come to the point where you can just ask how do I model it - If you don't want animation in your scene, with this.