WEBVTT

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Let's continue learning more about in cloth and the specifics around adding in cloth to characters.

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So I have brought in the Olympic cache or animation into its own scene because we can, you know, work

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a little quicker with less stuff in the scene and we can just export the vest dynamic out as an Olympic

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cache once we're done.

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So it's just kind of nice to work on a scene by itself now.

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So I've created a vest and you're welcome to remodel this if you want, like a bigger neck or something

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or different design.

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You can also texture this any way you want.

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There are leaves on it.

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And that's another thing I'd like to mention as well, the fact that it's very important to have UVs

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on your cloth because you can actually paint different properties to the UVs and it'll save them in

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the UV space.

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So say if you wanted, like, you know, the color to be stiffer or something, you could actually paint

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that in and that'll be saved according to its UV coordinates.

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So if you don't have UVs, you won't be able to paint that stuff on properly.

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So that's very important.

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But let's just get started with this.

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You know, you can notice that we're at frame 800 and if I scroll through here, the animations should

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start around frame.

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99, 20, I guess, is when we started it, so it's going to bring this to maybe like a 50 and then

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we can kind of get a sense of how it's going to settle before the character starts to get into position.

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And because he's not really interacting with anything else.

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So that's why I don't have any of the set or anything in here.

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And so let's go ahead and create the end cloth.

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And so I'm going to go to the effects menu, as we've done before, and cloth create and cloth.

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And we get our nucleus as normal and I'm going to increase the sub steps.

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So the quality is higher from the very beginning.

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And I'm going to get the start frame to go to a fifty.

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And again, I'm in the nucleus and I want to get the space scale correct, as we've mentioned all throughout

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this course.

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And there should be point zero one.

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So it's physically accurate.

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And let's scroll up gravity.

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Everything else is fine and then we can go to the properties of the actual and cloth itself.

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And so let's get the stretch to go up because we don't want this thing to stretch or compress all crazy.

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And I think what we're going to see is the fact that, well, A, this things will just drop to the

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ground because we have no constraints, we have no collision properties.

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And I need to make sure that my playback speed is every frame.

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It's only 50.

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Let's make sure that's correct.

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That is only 50.

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So they should simulate now.

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Now it's going so we need to create colliders for it and we need to constrain it to the collarbone,

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basically.

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So what I'm going to do is only use the kind of torso geometry as colliders and just ignore everything

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else, since that's all it's going to really be colliding with or should be colliding with.

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So let's create a passive collider for all of these pieces.

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So I'm going to open up in cloth.

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I'm going to tear this off because we're going to do this multiple times.

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I'm going to create a passive collider and I can actually just like things and create a passive collider

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for all of them at once.

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So I've already got the spine, so I just need to do the scapula and the clavicle and.

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Yeah.

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So now we should be good to go create a massive collider.

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Now, Angelis and rigid shapes, which again, you know, really there's nothing really to adjust with

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these.

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You may run into an issue where you need to adjust the collision thickness and so you can actually see

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that under salver display.

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Let's for example, go to this clavicle bone and we can see it's in rigid shape, too, and we can turn

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on salver display collision thickness.

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So we get this kind of visual cue of how far away from the geometry that the collision is going to occur

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and we can increase that distance or we could decrease it even past where the geometry is.

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But in general, you want it a little thicker than the geometry.

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And yeah, that's fine.

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We could increase the stickiness instead of doing constraints.

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We can make this super sticky to their rigid shapes there.

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There's all different types of ways you could approach this.

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And to that point, I also want to mention this really nice resource on YouTube.

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It's look up this playlist called End Cloche Shape Dynamic Properties.

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There's 30 videos.

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It's by the account called Discovering Miah.

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And they basically did an awesome thing where they went through each of the attributes of in cloth and

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they demonstrate exactly what it does.

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So instead of spending hours, you know, showing you that, I just want to show you this resource because

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these guys already did it.

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And yeah, you can go access that.

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So when we're looking at these in cloth, all of these little attributes here, you can really quickly

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get that resource and not have to test yourself every time.

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Because I even have to remind myself sometimes.

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Like what exactly?

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You know, how does that affect the the dynamic?

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So that's just a learning process, getting familiar with what each one of these things does.

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And just by the name they try to, you know, obviously give you some indication of what it does.

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But yeah, for the most part, you're only going to need the stretch resistance, compression resistance.

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And we're probably going to use some rigidity here or deform resistance to kind of keep it a little

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stiffer.

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And then we may increase dampening here, which let's just go ahead and do that.

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I have a feeling we're going to need to do that.

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But getting familiar with, like, you know, what is point zero zero five mean for damp, really?

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You know, it's kind of an arbitrary number.

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So you kind of have to just play with this stuff and get experience with what really is going on.

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But I encourage you to, you know, find this YouTube playlist here.

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It's kind of a crazy long name, but yeah, you should find it.

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Discovering my.

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So anyway, we have our own cloth ready and we need to constrain it as well because the collisions aren't

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going to be enough.

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This could just slide right off.

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We can just play and test it.

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I see it kind of slips and slides around a little bit, and as soon as this guy starts moving, it's

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probably going to go all kinds of haywire and slide off.

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So we can just kind of see get an idea of how much we need to do to to help control this thing.

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So it looks like I think what I'm going to like to do is just add some rigidity to this and we can actually

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even do it while it's simulating so we can just increase rigidity or increase deform resistance.

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I'll take that back because it looks like we can do it.

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Well, it's simulating sometimes you can, but I think this is passed out because there's so many passive

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colliders to deal with.

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So anyway, that the vest was slipping and sliding.

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So what we need to do is add constraints to the clavicles.

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What I'm going to choose, because if you remember from the rig, this is actually can move up and down.

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So I want this to be the best to be constrained to it.

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And we just need to choose what edges are vertices we want to constrain.

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So I'm just going to choose the ROE that is related to that kind of clavicle.

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And we can kind of do loops.

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We can kind of do.

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I think I selected through the geometry there, we can kind of do each side at a time B to turn off.

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Soft selection was on.

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So let's go to end constraint and go component to component.

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And you can kind of see that, you know, it's trying to stick to that clavicle bone.

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If we hit play, we should see that this is going to try to stick there.

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You can see the left side kind of slides off in this right side, kind of stays where it was originally

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kind of meant to stay.

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So, again, we can compare the right and the left side.

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A little bit now, kind of follow this along.

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It's going to hit escape so we can get our camera in the right spot, going to just hit F here and see

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and see where the constraint is working.

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But we still need some help because everything is collapsing in through the ribs and stuff.

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So let's increase the rigidity a little bit.

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And it looks like, you know, we did have a deformed resistance on.

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But I'm going to favor rigidity a little bit.

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And let's just go ahead and make that other constraint while we're at it instead of, you know, comparing

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this every time something just like those edges them as shifts like the clavicle could and constraint

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and say components to component.

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And then let's play and see if we have enough rigidity.

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I'm going to slip and claw so I can.

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Yes.

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One, you know, let's just call this two and and play.

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So yeah, it shouldn't deform that much yet and we can actually animate that on and off.

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Once he kind of jumps in the air, we could animate the rigidity to be less, but just to kind of help

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it get into a good starting pose, we can, you know, keyframe these attributes to our advantage basically.

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And the other thing I'm looking for is because he's going to start moving a lot quicker.

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How fast that this character moves is going to affect the dynamic constraints that we've made and the

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cost simulation.

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So, so far, so good.

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Yeah, now it starts to tear through, so I think what we need to do is increase the steps and if you're

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not familiar with some steps, that basically means, you know, the other thing is the fact that.

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These are trying to follow the clavicle, but I think it's probably the substance and the fact that

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our rigidity is is kind of high.

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So I think the the passive colliders are fighting the rigidity of this.

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All right, because this is super rigid.

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It can't flex around these.

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So you might need to keyframe the rigidity a little bit.

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And let's have three just to see how this smooths out.

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Yeah, I mean, it's not terrible and it's going to be moving so quick, we could probably get away

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with some interpenetration of the vest, but let's, you know, try to troubleshoot this a little more.

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So let's go to whatever frame.

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You know, I'm just ignoring how crazy the cloth is trying to evaluate and just ignoring that for right

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now.

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So I'm going to.

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Keyframe, the rigidity probably in here is so it's a set of key to select it so I can see it where

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the key frames are here and it's going to turn this down.

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It's going to give me a bunch of errors, and if I wanted to scrub in and get in, I get those errors.

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I can just disable the and cloth and then we can scrub and it's not going to try to evaluate.

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So, yeah, let's turn this down to like point to five.

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And and then let's also increase the sub steps here and right here, so it's just double all this,

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it's going to slow everything down.

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But what some steps does basically is say between each frame, how many times am I going to break this

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down and try to evaluate it?

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So we just need to turn back on Klaw and let's just go ahead and cash this out so that we can play it

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back in real time and see where the problems exist and where we need to troubleshoot some more.

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So I'm going to call this vest one here and have one file.

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It's going to be the time, slider and let's say create and I'll see in one second.

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So now that the cash is done, let's take a look at where the problem areas currently are and how we

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can address those.

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So let's look where we animated the rigidity off here and.

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Yeah, everything kind of, you know.

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Slides off and crashes through.

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Yeah, it looks kind of.

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Not great right now.

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So this was, you know, part of cloth is dealing with these issues and then it gets stuck on itself.

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Yeah, so.

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I think at least we solved the issue of it kind of crashing all the way through, for the most part,

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it looked like it got caught on the spine and it got like I think what happened is it got it went above

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the spine and it's looking over the top of it because the head is in a passive collider.

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So it's not preventing it from sliding over the top of the spine.

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So we just tie that super quick thing and see what I'm saying.

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I think, yeah, it's just getting looped over the top of the spine.

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So we'll probably need to include the head here.

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So it prevents that from happening.

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And that might solve a lot of it because it looks like that's why I got stuck and got hung up there

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and then got into the rib cages.

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You know, the other thing that we could do.

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Let's go back and.

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May find the head here and unhide it, and then I want to create a rigid or a passive collider for the

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head and then.

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Create a massive collider.

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And so now they had having a passive clutter, I'm just going to, you know, do these iterative caches

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so we can kind of see quickly what is actually going on.

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So it's going to replace that one and replace existing.

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And I will see you in a second.

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All right, now that the cash is done, we can kind of take a look, see where this is getting caught

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up.

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It looks like it did improve a ton.

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Now it's no longer getting caught on the spine that we included, that we included the head.

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I will say it looks way too rigid right now.

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And it also looks like there's geometry that got caught on itself here.

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We can see it kind of folded over.

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So let's turn down the rigidity even more, especially towards the end.

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Let's just get this to hang on this last pose.

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Let's get this thing supernaturally sold, turned into all the way off by then.

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And then let's increase the remember the Max Self Cleide iterations down here from the last two examples.

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Let's just crank that way up and hopefully that should work.

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There's also these little trap checks stuff.

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I'd actually have to go back into the mine documentation and you know exactly know what these do.

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But this kind of helps set the threshold for how geometry should push out from itself.

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Let me just go to the collision.

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And yeah, there's also, I just should mention, south collision flag vertex face, there's these different

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ways that it can calculate the collisions and full surface is going to be the most intense of this would

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be like a last resort.

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If not if it's still not working, I might go to full surface.

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So it'll calculate exactly the surface instead of vertex face, I think is a combination of vertices

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and faces.

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But anyway, so we've increased the max self collisions on this and cross-shaped on here and we need

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to also adjust the rigidity.

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So let's see.

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That's a little wonky.

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It looks like when it goes midair.

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Let's see.

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So let's maybe maybe relieve the rigidity, I'm thinking maybe we should.

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I don't know, yeah, it's hard, you might have to experiment with this yourself to get the best results.

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Let's see, I mean, that's not terrible and we can't see the back anyway, like where it's going through

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this, we're scrolling through this piece, the scapula.

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I think what the deal is, it's going through this piece.

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So what we could do let's go back here, what we could do.

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I think this might break everything, but what we could do is just drag this stuff out.

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To make sure that the holes here don't go past it, so.

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Yeah, that constraint followed that all the way out there, so I'm hoping that didn't break everything,

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but I'm pretty sure that's, you know, a legitimate thing you can do.

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We're going to find out soon enough.

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But so.

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Yeah, and then by the end, we wanted to make sure that we have the rigidity all the way off so that

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this last pose isn't it looks kind of fake.

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So let's go down to rigidity and just turn this to like point zero zero one or something.

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I don't know, maybe do that sooner while it's all settling.

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Down here.

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It's a lot of jiggle right there, though, I think that might be because of rigidity is so much, it

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can't move independently.

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So anyway, we're going to find out.

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But I want this rigidity kind of maybe last a little bit longer here, so let me say, like a one five

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here sort of favors this rigidity.

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So let's go back.

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And we've increased the max collisions.

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We have extended out this part.

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So it will collide hopefully, and with that and not go around it.

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And what else have we done?

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We have animated the rigidity.

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So let's make an update here and I'll see you in one second so that cash is down.

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Let's take another look.

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And it looks like we still have some issues with the max collisions here and we can maybe do with some

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increase in some steps.

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So.

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Let's take a look and see where when this actually happens, because it looks like it's a well before.

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Sit in the saddle, it looks like it's maybe in the jump on this, you know, we can see these folds

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are already happening here.

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So I'm just trying to go.

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Yeah, of course.

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It's like when it's moving that fast, this is the chance for it to really screw up.

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So we may need to keep rigidity up there.

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Yeah, I see.

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It just gets also bunched up.

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We could also animate the sub steps is another trick.

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It's like this.

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And keep let's let's keep the rigidity up for now and.

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Let's see where we can start to crank it down, I think somewhere in here probably is worth cranking

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it down.

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And like I said, the other thing that I think what I'm going to do is to animate the.

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So when you increase the sub steps, it takes longer.

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You know, it increases the calculation time, but sometimes it's necessary to solve for some of these

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issues that get created.

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So I'm just going to set a key here and increase it to like maybe 50 and then.

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Let's set a key here and then let's bring this back down to like twenty four, maybe down in here somewhere.

21:02.760 --> 21:07.860
Actually, let's just extend this out through that kind of jump so that we get the most calculation,

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because basically where we have the most problem is where we should be concentrating the highest amount

21:13.890 --> 21:15.950
of calculation to resolve it.

21:16.740 --> 21:17.520
So.

21:18.630 --> 21:26.700
And when you so we've basically increased the substance and we have the rigidity left on, so it's yeah,

21:26.700 --> 21:31.410
it's basically you can kind of get a sense for what effects work is.

21:31.410 --> 21:33.900
It's a lot of back and forth iterations.

21:34.140 --> 21:40.470
It's trying to tweak values so that you get the, you know, the right kind of physics and kind of art

21:40.470 --> 21:42.450
direction of how you want things to flow.

21:43.020 --> 21:50.340
The other thing we could do is create a transform constraint and physically animate constraints to keep

21:50.340 --> 21:52.350
the vest on the way that we want to.

21:52.620 --> 21:57.450
I'm trying to avoid that as much as possible and trying to just get it to work based on the physics

21:57.870 --> 21:59.660
of the nucleus.

21:59.670 --> 22:01.830
So I'm going to create a new national scene one second.

22:02.010 --> 22:07.190
So real quickly, I just want to walk you through what I did to finish this cache correctly.

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I noticed in here the chin went through the bone in our animation, through the chest bone.

22:16.380 --> 22:21.510
So shelving the vest through the clavicle.

22:21.690 --> 22:25.860
So I had to do was to select these vertices of the chin.

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And then I just moved them up.

22:27.840 --> 22:34.920
So they were out of the way so that they weren't going to smash the vest through the clavicle because

22:34.920 --> 22:36.270
I was getting stuck under there.

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So we can make adjustments to this alembic cache geometry and not have to make changes in our animation,

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which would be a much bigger process.

22:45.360 --> 22:46.950
So that solved that.

22:46.950 --> 22:51.570
And then I also loosened up the rigidity during the jump a little bit.

22:51.810 --> 22:53.790
So you can see it's two.

22:53.790 --> 23:00.900
And then I went all the way to point zero one at the top of the jump and then point zero four and then

23:02.010 --> 23:06.780
point one five kind of to get it to settle back down and then loosened it back up.

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And I could probably maybe even loosen this one up to like point oh five or something or just leave

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it at point zero four because it gets a little stiff in here.

23:14.700 --> 23:18.060
You can kind of see it moves a little solidly.

23:18.060 --> 23:25.950
But anyway, it definitely open up this 13 and cloth, investigate our underscore end scene file if

23:25.950 --> 23:33.870
you want to see kind of these settings and how I animated rigidity and to take a look at that, to compare

23:33.870 --> 23:36.180
to your scene if you're running into any problems.

23:36.630 --> 23:38.670
And yeah, basically this works now.

23:38.670 --> 23:44.700
And Akaash this out, all we need to do is select this geometry and we can go to cache Olympic cache,

23:45.060 --> 23:46.530
export selection to Olympic.

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And I'm just going to save it under the name of this scene.

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And it's going to be Olympic.

23:52.080 --> 23:54.960
And we have all of our correct stuff selected.

23:54.960 --> 23:56.100
So I'm going to export that.

23:56.100 --> 24:01.680
And we can just import that Olympic into our main scene now and then we can just save this one out.

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If we need to make any updates to it, we can come back into this scene and re-export another Olympic.

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But I will see in the next lesson.

24:08.070 --> 24:08.730
Thanks for watching.
