It kinda worked but it was so much more complicated and nonsense for setting up the dynamics, and the simulation was soooo much more heavy that I decided to go back to Maya. The difference is that C4D gave me the idea that I
needed to make things work on Maya. Here are the tests!
falling rubber cube in C4D from Andrea Senise on Vimeo.
Result: faster and better result in Maya, but only if you use the right geometry! Here's why it was taking me so long to calculate nCloth:
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVseMFGQWZnC31Ue9S-0JC8qNI_Z4kiJxTuk9f_9kiKLJ7HHFeTDssvWquYYq7KcagGCpTcpdpRCsFCBy-EimPg05-JKfUZmtns3tmT5k-7OzCMp-58bGzM8G6-TGIFP-Y9wiQA8lJ0bLU/s320/Picture-5.jpg)
"fake" subdivision works better than high poly objs. Good to know ;)
i love it, looks like jello cubes
ReplyDelete