Sets up a Lagoa cloth simulation on a mesh.
To apply: See Applying a Cloth Simulation [Lagoa Multiphysics Simulations].
Passive Body In Name |
Plug in the Out Name output of the object with which the points will collide. This object can be animated (deformation or transformation) or not. Passive objects are not affected by any type of force in the simulation environment. You can define each collision object's properties in its own Lagoa Set Collision Data compound. |
Substeps |
The number of times per frame that the whole simulation state is computed. The higher the value, the more stable and accurate the simulation and collisions will be, but also slower. For more information, see Setting the Simulation's Substeps for Accuracy [Lagoa Multiphysics Simulations]. |
In Name Null |
The name of the null or group of nulls to pin points to. |
Elasticity |
How much elasticity this material has in general. This value determines how much the links in the structure try to recover after being deformed. A higher value allows for a quicker recovery from the deformation. |
Shear Resistence |
How much the elastic structure resists shearing, which is a crosswise motion on the material. These are the diagonal links that are made between points, like a fish net. The links try to keep the structure's shape by resisting deformation. |
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