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How can you animate a roll of tablecloth flying out of the backpack?

After the flight it should be laid out on the table. I'm trying to combine these two tutorials, you can see at the link, but it doesn't work.

How can I solve this?

https://youtu.be/rngJtuoC88c?si=V-5wCd0hhMeju1jn

https://youtu.be/g_JmL9I50Io?si=vzASST2P9PZRQjh9

table, backpack, roll, vertex map field(cube)

enter image description here

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1 Answer 1

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Create the tablecloth object (1), subdivide it, give it a Curve modifier with a spiral (2) as Curve Object, select all its vertices and assign them to a vertex group, give it a Vertex Weight Proximity modifier.

In this Vertex Weight Proximity modifier select the vertex group as Vertex Group, select object 3 as Target Object (this is a subdivided plane that you duplicate on Z), select Proximity Mode > Geometry and tweak the Lowest and Highest values.

Give a Cloth simulation to your tablecloth with the vertex group as Pin Group, enable Self Collisions.

Parent the tablecloth and the spiral to the vertex weight proximity object (3). Create a table object (4) and give it a Collision simulation:

enter image description here

Object 3 is the Vertex Weight Proximity object, is a subidivided plane that is duplicated on Z:

enter image description here

The tablecloth modifier settings:

enter image description here

Keyframe the location of the vertex weight proximity object (3) and of the tablecloth:

enter image description here

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  • $\begingroup$ what that object 3(planes across Z) does? If i need cube as a target object of weight? No? Please can you give a more detailed answer, with screenshots! $\endgroup$
    – antony
    Commented Mar 11 at 11:15
  • $\begingroup$ See my edit, it's a subdivided plane that is duplicated on Z $\endgroup$
    – moonboots
    Commented Mar 11 at 11:22
  • $\begingroup$ ooh, its like an one object! I got it. So its better than doing just one cube with no subdivide? $\endgroup$
    – antony
    Commented Mar 11 at 12:01
  • $\begingroup$ Yes because the vertices will be taken into account by the Vertex Weight Proximity modifier, I've just released a tutorial on your question but it's in french, I hope it helps to understand? youtu.be/NDOrOx6wcI8 $\endgroup$
    – moonboots
    Commented Mar 11 at 12:07
  • $\begingroup$ Woow! Thanks! Its really helped! $\endgroup$
    – antony
    Commented Mar 11 at 12:09

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