Welcome back.
In this lesson, we're going to finish out this kind of banter here and we're going to add the kind
of banner pieces to the core now with and cloth.
So I'm going to create a plane and I'm going to scale it up.
And I'm actually going to go to maybe frame let's start at the first frame here, because we're going
to use the same nuclease as the in here and the start frame, if you remember, is frame 700.
So I want to make sure that they are both starting on the same frame when we start to simulate them.
And it's always good to kind of start everything off together.
So right now, this is just about getting these kind of banner pieces to be the right size.
And what I'm going to show you, you'll do a couple of times over because you ought to do it for each
banner piece.
That's not too complicated.
It just takes a little bit of time.
So basically, just going to try to get this in line here.
And so there should be no easy rotation.
This should be 90.
And so really all we're trying to line up is this zero rotation right here.
And it doesn't have to be perfect, but just to kind of get it in the neighborhood.
Cool.
So it looks like we're there and the next thing we want to do is create a locator.
So I'm going to go over to create locator and I'm going to shift like the curve and then go to the animation
menu and go to constrain motion pass attached to motion path, which you should already be familiar
with from the animation section of this course.
So now we have this locator so we can just call this Baner one locator.
You can tell the scene can get pretty messy and in reality, because we've cash for this stuff, we
could just delete it.
Besides the Olympic cash, like the Firefly stuff, we could just delete all of this stuff and then
to delete the MASH network, we would want to use the MASH Ed.
And I think it's just off a screen here.
Yeah, because we leave and turn that off anyway.
But just for the sake of, you know, if we wanted to make those changes later, I'm going to leave
that.
And for now, but just know that you could clean this up and, you know, delete delete some of this.
And anyway, let's get back to the banter part.
So I if I get off on tangents like that.
But yeah, I just want you to know all this stuff's possible.
So we have the locator.
Let's increase the size.
We can kind of see it and then let's go to the motion passed one input and we see we actually have a
keyframe already set and they kind of default.
As you can see, there's keyframes down here from 700 to the very end.
And basically the default is that it's going to run as a motion path across this whole curve throughout
the time.
Whatever we have, the time slot are set to actually just delete that because we're not going to use
it in that way.
So we'll just say delete selected.
And let's go back to frame 700, the beginning of the simulation with the you value selected here.
I'm going to middle mouse drag in the viewport and you can just see I can move that value over to somewhere,
you know, in the middle of this Baner piece.
Doesn't have to be perfect.
But yeah, we can shifts like that.
Yeah.
Looks like it's pretty close to the middle.
So now all we have to do is turn this into an enclosed cloth simulation.
So I'm going to go back to the effects shelf here, panel, and you set and then go over to in cloth
and we can just say create and cloth.
I'm going to open up this option box just to show you that we could create a new solver if we wanted
to.
But since we already have that nucleus from the entire system and we already set the correct space scale,
and just in case, if we ever wanted to go back and adjust the the curve, the cord here, that if we
want to adjust the nucleus settings because like the nucleus has, we can we could add a win to this.
So there could be kind of little flutter you stuff.
And we we want them both to be affected by that.
So we want them to have the same nucleus system.
So the default here is going to work for us.
So let me just get back to clicking on that.
So ATLE and Klaw on this and also know that the number of subdivisions will affect your simulation because
this is going to deform based on the number of subdivisions you have.
So if this was just like one piece, like if we just went here and just turned this down to one, this
would not simulate well we want those subdivisions and so we don't want to go too crazy.
It's definitely a kind of balance between having too much.
And that's just more computational power that you're going to have to wait through and maybe even crash
your computer if it's too much.
So, you know, we want to find a happy medium and the default here should work for us.
So now we can create a cloth and we're going to get a new cloth node here.
And I'm going to call this banner one so we can associate it with that locator.
And in cloth one, since we're calling this one, we will know this and cloth is associated with that
one.
So let's go over to the end cloth settings here.
And similarly, look look here.
You know, I mentioned this in the last lesson that will see this again.
And in fact, we are the stretch resistance and compression resistance.
We can just increase because, you know, this is not a stretchy piece of material.
This is if we look at our reference, this is, you know, most likely a piece of paper of some kind.
So it shouldn't stretch and compress, but it will fold and move.
And that's a lot of activity outside.
Don't know if you can hear that.
But so that's why we want to increase those and the next thing we want to do.
So if we just hit play, this is just going to fall to the ground so we can play and it's just going
to fall the same rate as the cord because they're using the same and cloth solver and it's going to
kind of fold up and get a little crazy there.
So we don't want that to happen.
We want to attach it to the curve here.
So I'm going to make that a little smaller so we don't have to see all this stuff.
And so how we connect in cloths to anything really is through in constraints.
They really like that in thing.
If you look up here, it's as in cloth in here and constraint in cash.
And they used to call this in dynamics.
So anyway, that's they're keeping the end thing there.
So we need to create a constraint.
And that's why we made this locator, because we're going to constrain just this top row vertices to
this locator.
And how we do that is just by going to the edge and I'm going to select one end.
And double click the other, and then I'm going to shift selected the locator, go up to and constraint
and I'm going to call this a transfer constraint.
There's a bunch of different types of constraints, you know, terrible services, obviously specific
to in cloth.
But there's all these different types.
But transformers, a pretty solid one.
And you can see that now we have these little points right at each vertices.
That is the end constraint.
So if we go to the attribute editor here, we can see that there's also a new tab and we can increase
the glue strength.
You can see, you know, if you remember the bullet system glue, they're using the same word here and
it means the same thing.
They're trying to make sure this stuff attaches so you can actually animate this on and off.
You could.
Right.
Click and set a key here.
But we just want to make sure that's always connected.
So I'm just going to crank that all the way up.
And now when we because we've already cache the curve that we're not having to simulate the curve anymore,
we're only simulating this one piece of the banner.
So now I can jump back to frame seven hundred.
It's using the same nucleus to the start frame down here is already on 700.
So now we can hit play and we can watch this thing simulate and it looks like it's kind of working already
and we might not have to do much more than that.
You can see it kind of is wavy a little bit, and that looks like that'll work pretty much.
So what I'm going to do is I'm going to cash this out as well.
And then I call that banner one.
And, you know, it's important, you know, to keep track of this stuff.
As you update, you might have to replace Banner one cash and not banner two or something.
So you want to make sure that you're naming things correctly and that so that way you can update if
there's any changes that you need to make later.
It's not very confusing.
So to make the encash, let's just select the piece of geometry here.
We'll go to encash and create new cache again as an object and we'll just stay in shape instead of that
will say Baner 01.
And I think, you know, it's good that we call the other one Baner curve, so that differentiates them.
But yeah.
So we want one file at the time, slider.
It's going to be fine.
So I'm going to hit the cash button and I'll see you in one second to review it.
OK, so we've cached this banner and we can see that there's actually like a little air here, that
the cash or the sorry, the geometry is kind of penetrating itself here, interpenetrating.
So we need to fix that.
And probably the quickest and easiest way to do that.
And it happened when looks like, you know, the curve moved here, went on impact, definitely looks
pretty cool and that we're going to get all this motion after that impact.
But we need to fix this interpenetration so it stays kind of almost rigid, really.
So there's a couple of different things we could do.
We could increase the steps.
So if to the nucleus we look at some steps and max collision irritations, we can just increase these,
you know, maybe to like, let's just do 12 and 12 just to crank it up.
And then we can select this piece and we can go to collisions and we can scroll down to quality settings
and then just increase the Max Self Cleide iterations so that when it's colliding with itself, it won't
stop calculating after, you know, whatever.
Let's just say 12 kind of colliding moments here.
So when we recast this, that should solve that.
But the other thing we could do is take a look at some of these other attributes here.
Lift might be a little high.
That's how it's kind of floating around a lot.
So we could maybe reduce the lift just like by a touch here and then we could increase the rigidity.
So it's not as floppy because this is paper.
It's not going to, you know, maybe be as floppy.
So we could just, like, crank that up by a little bit and hopefully see that that gives us a better
simulation.
So I'm going to rehash this.
And so I'm going to scroll back to that first 700 frame.
And when I go to Encash again and I say create new in cash and I open up the option box, I'm going
to call a banner one again.
So when I hit Create, it's going to give me an error message and it's going to say add a replace and
we want to replace.
So that is going to give us another warning to say what we want to do is replace existing.
We just want to replace all this stuff because we've made these changes in that first one didn't work
at all.
So now we can watch this cache complete.
You can see just already that it's a much more rigid than previously.
So we could hit escape and stop this and reduce the rigidity, but mean let this play all the way through
and let you experiment with this.
And so the last thing that I would say to do, which you already know how to do, is to extrude a curve
along this curve if you've watched the modeling section.
So I will show you how to do that.
And one second when this cache is done.
Thanks for watching.
So we can see that the rigidity is is maybe too much, so we can just slow down and recast it again.
But what I want to show you real quick, if you've forgotten from a previous lesson, is just how we
could extrude something over this.
We could do, you know, a couple different things if we want to do this, just to just keep it simple.
Yes.
Just to a cylinder.
And so I've created a cylinder.
It's off the screen somewhere or someone hold down C and middle mouse drag here.
So it'll get on the curve and then we'll just kind of in general get this to an OK spot.
You know, I'm trying to look at this center point that it's kind of headed in the right direction here
down the curve.
And then we can select the faces here somewhere.
Right.
Click and go down to face and select the faces, deselect these back ones and then select the curve
and go to extrude and it's going to be all wonky.
So we just increase the divisions.
I think we had 25 CVS, so we should that should be plenty for this.
Looks like it is.
And yeah.
That we can just dial in the thickness of the cylinder through its first input when it's originally
created.
So we can go over here, go to the cylinder and then we should still be able to affect the radius here.
So yeah, we can just make that a little smaller and just mess with that later if we want.
But yeah, play around with these rigidity settings.
I'm going to lower mine a little bit so it has a little more motion back into it, maybe because it
was set at zero by default.
So let's just maybe say like point two or something.
But yeah, I will see in the next lesson where we will continue learning dynamics.
Thanks for watching.