how to have and keep gravity with dforce?
Masterstroke
Posts: 2,033
During simulations clothes and hair don't always follow gravity. Allthough gravity is set to default 1 in the simulation tab, hair and clothes fly randomley around as ther would be a wind deformer aplied. So how to make sure to have all hair straines and close point to earth after simulations. what more settings can be used?
Comments
they bounce, stretch and flex; too much it seems, but changing settings can help
You also can try to reduce air resistance (same tab as gravity) to 0 to keep stuff from billowing out too much
How can I simulate gravity in such a way that I create an orbit of an object around another massive object. Actually, I am making an animation of the Earth and the moon. But to animate the orbit without using simulations in very hard and time consuming and still you won't get a good approximation of the orbit. So, I don't want objects to fall down, rather to be attracted to other massive objects. If anybody can help then please give me a solution.
That isn't what dForce does, I'm afraid.
So can you please tell what should I do so that I can create an orbit of the moon around the Earth?
I've noticed the same thing and it is worse with animations.
Essentially manually, although you could probably write a script to do the actual calculations.
Actually, there is a glitch I found regarding to this. For most new dforce hair (not cloth ones), if you animate with your clothes and hair (combined) by thinking CCD will be the best for the output, then the gravity for the hair starts acting like moon unfortunately.
Also, if you're into animation, forget new dforce hair, use one of the dforce cloth hairs. The new dforce hair is not acting very stable during animations at all. Use something like "dForce Classic Curly Long Hair".
Also, the new dforce hair technology ONLY properly animates at CCD- Vertex-Face setting. While CCD is breaking the gravity for dforce hair, dforce cloth hairs animate better with CCD (with slower speed of course).