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>> No.976165 [View]
File: 3.01 MB, 1280x720, Vertex Weight Proximity.webm [View same] [iqdb] [saucenao] [google]
976165

>>976100
>if a "leftover system from like 2004" (as you say) is more useful the Geometry Nodes, what does that say about Geometry Nodes?
I said that cloth sim is archaic, even when you use geo nodes with it. You ever hear the expression "polishing a turd"?
The cloth system in Blender is extremely basic, and doesn't work well for making clothes at all. Especially not for dynamic clothing. Adding geo nodes to the mix isn't going to make it not shit.

>>976098
I'm not going to do your work for you for the proximity shit just to show how it works in your exact case.
Here's a step by step guide on how to use the modifier.
Add an empty, place it near the tits.
On the shirt, dress, whatever, add a vertex weight proximity modifier before the shrinkwrap. Set the vertex group to whatever group you're controlling the shrinkwrap with, make sure the verts you want influenced are in the group (obviously). Target object is the empty you're controlling the falloff with. Proximity mode to "Geometry".
Adjust the min/max distance until shit starts taking effect. The effect might be inverted, so just click the invert <-> icon near the falloff type. Change the "Geometry" to vertex/edge/face to whichever looks best. The distances will change depending on which you have.

Pic related has the empty orbiting the sphere influencing the shrinkwrap of the sphere to SW to the icosphere. In your case, you'd probably do the opposite, so I think inverting the group in the SW should be enough if you're already shrinkwrapping to the body. So everything near the proximity object isn't being shrinkwrapped (or just is influenced a smaller amount), and everything else has the full effect or however you weighted it normally.

If you find that the empty isn't grabbing enough, or has the wrong shape, change the proximity object to something with geometry, and adjust. In either case, you'd have the empty or the mesh you're using for the proximity the child of whatever bone your armature's chest is.

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