That's not the cool thing about it, basically all cloth sims work like
this (usually three springs between the particles, controlling edge
length, shearing and folding). The nasty job is to keep the energy
distribution in the system under control to enable the cloth to collide
and rest without im- and explosions. Haven't touched nCloth, but from
the videos it seems he has done a good job on this.
Tim Leydecker wrote:
-snip-
From what I understood from the various movies and the featurette,
he did some sort of rigidbody/per vertex connecting each neighbour
with a spring or even a hinge constraint, quite nice and fast (in his
app).
-snip-
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