[WIP] another cloth engine (node-based)

Of course. I don’t expect cloth+collision to simulate as fast as non-collision but even if you don’t get any noteworthy speedup, if you just manage to fix the unwanted stretching it would be a huge improvement over the current cloth simulation.

I hope you can add something that will bake cloth animations to games somehow, with bones or maybe shapekeys(?).

@@PixelPete
I’m glad you like it.
@[](/u/Cyaoeu
[/B)I will consider of that,maybe export a sequence of shapekeys.

Thats amazing! We should have it for BGE too. :slight_smile:

----wip 20160211----
the collision is going to be implemented,but still has some problems.I need to do something to prevent It from penetrating.
http://i803.photobucket.com/albums/yy311/imdjs/imdjs/imdjs%20cloth3.gif

Wow! are softbody features in mind?

maybe softbody feature will be implemented after all cloth features are done

finally I figure out how to make It never intersective while remain hight perfemence(60fps).this algorithm is normal-based detection.so the clohes will never intersect to the collider,unless you remove the collider node.
http://i803.photobucket.com/albums/yy311/imdjs/imdjs/imdjs%20cloth1.gif
6000 vertices in 35fps with collision
http://i803.photobucket.com/albums/yy311/imdjs/imdjs/imdjs%20cloth4.gif

Good job on the collision. Though it looks like the cloth still stretches quite a bit, which is problematic.

yes It still needed to be improved.

here is the comparision bewteen inner-cloth(left) and my cloth(right):
http://i803.photobucket.com/albums/yy311/imdjs/imdjs/imdjs%20cloth%20in.gif

MY:
http://i803.photobucket.com/albums/yy311/imdjs/imdjs/imdjs%20cloth%20out.gif

----wip20160213----
add the bounce to the collision.but still need to be improved…;
http://i803.photobucket.com/albums/yy311/imdjs/imdjs/cloth3.gif

some codes for collision:
http://i803.photobucket.com/albums/yy311/imdjs/imdjs/_2.jpg

http://i803.photobucket.com/albums/yy311/imdjs/imdjs/_3.jpg

Wow, I was just yesterday trying to find out if there is any good examples of Blender’s cloth simulation and I could not find any. I really with best hope for your add on because cloths are really something that Blender is left behind atm. I’ll definitely buy it, if it is not going to be too expensive. :slight_smile:

Very impressive progress! Are there self-collisions yet?

the self-collision is not been implemented yet ,It is still in a very early state.

Just a theoretical question that don’t yet need to be answered, but I still want to ask it now so you will be noted about the idea.

So, if you finish this feature and it is much better than the current cloth physics engine that Blender is using now, how much you would add as a price for this feature, if as community we everyone wanted to buy the source code of this to be released as open source and implemented to official Blender build?

Of course the question is theoretical, since I don’t have any connections to Blender Institute or Ton Roosendaal or anybody there and your plugin is not yet finished, but I wanted to note you about this kind of possibility instead of selling it as a plugin.

This is done once before with the ocean modifier.

@ArMan
I don’t know if this cloth could be better than the current cloth when It’s done; but I will try to do that.
first of all ,I make this addon because I need a good and fast cloth simulation on my project for the character animation,secondly it is considerd as a commercal thing.
I don’t know what the price It should be but It would not be too expensive.but I dont want to talk about the selling thing until It’s workable.

the addon system has some limitations:
It can’t make a modifier,since no python api about the modifier derivemesh data,so It’s quite different from a cloth modifier,but I will try to read the derivemesh data via my C++ code if not posible maybe I will implement an armature deformer by myself .the most difficult thing current is to make It collided with the rigging character.
but the benefit of addon is that you dont need to compile your code along with the whole blender souce ,and easy to debug.

Came across this today, thought it might be of some interest to you.

http://web.cse.ohio-state.edu/~whmin/publications.html

A Chebyshev semi-iterative approach for accelerating projective and position-based dynamics.

Even comes with some C++ reference code.

@m9105826
thank you for the imformation.it’s very interisting cloth sim implementation.
Now I am stuck in the self-collision implementation,It’s quite diffrent form the static object collision,the self-collision you can’t detect the face normal To determine whether is colliding or penetrating. I must use another way to detect the collision state.

This is looking really cool, great progress! Keep it up!

How about having each normal act as a collider so it self collides.