Strange behavior of cloth simulation animation with hook #110902
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Reference: blender/blender#110902
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System Information
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: NVIDIA GeForce MX150/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.25
Blender Version
Broken: version: 3.6.1, branch: blender-v3.6-release, commit date: 2023-07-21 12:59, hash:
c284cfcd0830
Worked: none that I know of.
Short description of error
I made a cloth which is controlled by a hook and animated it moving forward. Then I dropped another cloth on the first cloth original position. While the first cloth is already moving forward, the downward movement of the second cloth is somehow stuck exactly at the original position of the first cloth while there is actually no object there.
Exact steps for others to reproduce the error
[Please describe the exact steps needed to reproduce the issue]
[Based on the default startup or an attached .blend file (as simple as possible)]
This might me working as intended given the order of the modifiers, or only partially, since the deformation of the falling rectangular cloth seems weird: The falling cloth collides with the "skirt" as if it occupied at the same time all spaces it went through. I'm not sure if that's how it should work given that modifier order (Hook>Collision>Cloth)
For the simulation to do what you want, you have to place the collision modifier after (below) the cloth modifier, and the issue is solved. (Hook>Cloth>Collision).
Thank you, yes it works. I am so used to Hook>Collision>Cloth because in my previous cases it works. I didn't realize this is the very thing that caused the problem.
Can you give me some explanation on why it doesn't work?
My general idea is that Hook>Cloth>Collision first calculates the updated positions of the vertices according to the cloth simulation, and then uses those updated positions to calculate the collisions. Notice the cloth does include the hook in its calculations because the hook modifier is above it.
Hook>Collision>Cloth, on the other hand, first calculates collisions and then moves the mesh. This doesn't paint the whole picture but that's all I know.
While I am not sure why the deformation looks how it does in the 2nd case, I think this issue should now be closed/marked as solved.
Will close if error was due to order of modifiers. Thanks @TomasCJ :)
Don't hesitate to reopen the report if problem reappears.