Since the car has escaped its covering cloth (see the Pin and Move II section), let me create a finish flag. So I import (or drag and drop) the 1×1 mtr X-tri cloth (in the download), give it a Black & White tile material:
and put it in upright position. I also get a standard Cylinder (Library, Props, Primitives) which I scale into a flag pole (20% overall, then 3000% in Y) and put in such a position that it intersects with the top vertices of the flag.
|The next step is to animate the pole, and after that I’ll use Cloth Room to drag the flag with it. Pole first.|
In the properties pane, I select my camera and switch off Animating, so I can freely move without seeing that back into my result.Next I set the pole: zRot = -90 at frame 1, zRot=0 at frame 30 and zRot =-90 again at frame 60.
In Cloth Room, I create a [New Simulation…] (and call it Finish Flag for the sake of it) with the end frame set to 90 as I need 60 frames (2 sec) for the pole to animate, and then I like another second (30 frames) for the flag to come to rest. This might look better when I’m repeating the final result.
Now I have to fetch the flag to the pole, in such a way that the top vertices of the flag behave like nailed to the vertices and polys of the pole. The pole is in the collection of Collision objects, so putting the flag vertices in the Constrained Group will do.
Note: when I forget to uncheck the Hide option I might need to make them visible again by using their own Properties setting, which might end up quite tedious when there are a lot.
For this demo I leave the cloth properties in panel 4 at their defaults (fine silk-ish), save the scene, and [Calculate Simulation].
It might come as a shock, but the flag falls off immediately. The Constraining seems to be without effect.
- Animate the flag itself
- Change the pole
Animate the flag
This makes the pole the Parent of the flag, and the flag the Child of the pole. Hence it will follow it’s movements.
An alternative way to do this is: menu Object > Change Parent (NB: menu Figure . Set Figure Parent won’t work as the flag is a prop, not a figure).
To avoid confusion, I also [Edit Constrained Group…] and click [Remove All]. Actually, as each vertex should be in one group only, I would expect this group to be empty after the transfer but apparently Poser it not working that way when using the Modify Selection buttons. Maybe a bug, maybe a feature J.
Change the pole
In other words: I want to nail the flag to the pole, but no nails are used.
As you can see, it does not offer that much extra vertices and after [Calculate Simulation] I do find some improvements, but not that much. The flag is nailed to the pole but given all the forces on the flag, this small amount of nails can hold the flag for just a few frames only.
When using Constrained grouping, ensure that the cloth vertices meets enough object vertices to make the constraining actually happen. Objects with a low mesh-density or areas with large polys make the constraining hard to establish.
But as I illustrated, a simple animation of some vertices in the cloth can do the job as well, in some ways. And I illustrated the use and differences between the constrained and the choreographed groups.