1. I have made a rope using a string of vertices and added the cloth modifier to it. 2. I pinned one end so that the ro...

posted to: Simulating Cloth
1. I have made a rope using a string of vertices and added the cloth modifier to it. 2. I pinned one end so that the rope swings. 3. I duplicated the string of vertices and converted them to a curve. 4. Then I added hooks to each vert on the curve. 5. Then I parented the hooks to the verts on the rope (the original string of verts). 6. Added a bevel depth and resolution to the curve. When I run the simulation the rope swings pendulum-like as expected. I placed a plane and ball below it and added collision to them. To test this I made a plane subdivided it and added a cloth modifier to it. When the cloth falls it collides with the plane just as shown in the video. However, when the rope swings it does not collide with the plane or the ball but simply swings through them as if they are not there. This is in spite of the fact that the original string of verts has a cloth modifier. I'm stumped.
  • Jonathan Lampel replied
    Hey Jesse, my guess would be that it's not colliding because a string of vertices doesn't have any faces to collide with the ball. Try making a string of faces instead, and see how it goes. If you continue to have any trouble, I'd recommend posting on the community so we can have more of a conversation: http://community.cgcookie.com/
  • jessesloan replied
    Yep that was the culprit. I gave the rope tiny faces and it now collides. Here is another question for you: How do I get the curve to behave as it does but have it's own collisions? In particular, when the rope drops onto a plane and piles up it looks fine except that the curve (bevel) goes through itself instead of colliding with itself. If I put a soft body on and remove the goal I can give it self-collisions but that may interfere with the rope's behavior.
  • Jonathan Lampel replied
    Cloth does have self-collisions as well, so if you increase the distance, it should be no problem.