Negative Pre-roll Not Allowed on Cloth #33469

Closed
opened 2012-12-11 01:53:58 +01:00 by David Brennan · 6 comments

%%%When a Cloth Physics trait is applied to a Mesh, there is the "Pre roll" option in its main Physics settings. This is obviously needed because, most of the time, the Physics takes 100 to 200 frames of simulation before it begins to look correct.

But with the Cloth, if one's animation begins prior to that priming period of 100 to 200 frames, then their render will begin with the cloth looking crazy. (I just did an animation of a superhero cape with a Cloth Physics property and had this problem.)

Of course, the obvious work-around is to bump all the animations and keyframes back 200 frames and allow the Cloth to look correct. However, there are three problems with this:

  1. Some actions (such as the timing of Particles) are not Keyframed. Therefore, if one has to shift all of their animations back to accommodate the Cloth priming period, it can be very, very time consuming and frustrating. You cannot just grab the Keyframes in the Dope Sheet, as one might hope.
  2. If there are actions in the NLA, then shifting them can also turn out improperly.
  3. It's a funky work-around to begin with, and simply allowing Pre-roll would be superior.

As it is, the pre-roll option is visible there in the Cloth Physics tab, but it's mostly useless now. So hopefully it can be put to use.

Blender 2.64
Windows 7 64-bit%%%

%%%When a Cloth Physics trait is applied to a Mesh, there is the "Pre roll" option in its main Physics settings. This is obviously needed because, most of the time, the Physics takes 100 to 200 frames of simulation before it begins to look correct. But with the Cloth, if one's animation begins prior to that priming period of 100 to 200 frames, then their render will begin with the cloth looking crazy. (I just did an animation of a superhero cape with a Cloth Physics property and had this problem.) Of course, the obvious work-around is to bump all the animations and keyframes back 200 frames and allow the Cloth to look correct. However, there are three problems with this: 1) Some actions (such as the timing of Particles) are not Keyframed. Therefore, if one has to shift all of their animations back to accommodate the Cloth priming period, it can be very, very time consuming and frustrating. You cannot just grab the Keyframes in the Dope Sheet, as one might hope. 2) If there are actions in the NLA, then shifting them can also turn out improperly. 3) It's a funky work-around to begin with, and simply allowing Pre-roll would be superior. As it is, the pre-roll option is visible there in the Cloth Physics tab, but it's mostly useless now. So hopefully it can be put to use. Blender 2.64 Windows 7 64-bit%%%
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

%%%NOTE: This belongs in the Physics category. Sorry I forgot to specify that.%%%

%%%NOTE: This belongs in the Physics category. Sorry I forgot to specify that.%%%

%%%The tooltip for this option was wrong, this actually specifies the number of frames to do preroll, not the start frame. I don't know if it's working correct though, if I enable Allow Negative Frames in the user preferences and go back, then it indeed seems to start the simulation earlier. But it seems a bit strange that this would be needed, though given the current physics point cache design I'm not sure how it would work otherwise.%%%

%%%The tooltip for this option was wrong, this actually specifies the number of frames to do preroll, not the start frame. I don't know if it's working correct though, if I enable Allow Negative Frames in the user preferences and go back, then it indeed seems to start the simulation earlier. But it seems a bit strange that this would be needed, though given the current physics point cache design I'm not sure how it would work otherwise.%%%

%%%Thinking about this further, this is a limitation of the design that I wouldn't consider a bug. It's inconvenient having to enable negative frames but they work and mean you don't have to move any keyframes to start the simulation earlier. So will mark as todo item.%%%

%%%Thinking about this further, this is a limitation of the design that I wouldn't consider a bug. It's inconvenient having to enable negative frames but they work and mean you don't have to move any keyframes to start the simulation earlier. So will mark as todo item.%%%

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Author

%%%I was actually unaware of the "Allow Negative Frames" option in the User Preferences, but was sparked to find it after you posted here. (Here it is at the Wiki: http://wiki.blender.org/index.php/Doc:2.6/Manual/Preferences/Editing)

But even after enabling this, the Timeline only allows you to go back as far as frame #0. (This is Blender 2.65 for Windows 64-bit.) So as I'm now toying with it, I don't see how this solves the issue in practice.

So what is the process you would recommend? Again, suppose one has a character with a cape (via Cloth Physics), or a scene with gently blowing curtains (also with Cloth Physics), and they would like to start rendering at frame number one, rather than having to push everything back 200 frames to allow the Baking to look proper?%%%

%%%I was actually unaware of the "Allow Negative Frames" option in the User Preferences, but was sparked to find it after you posted here. (Here it is at the Wiki: http://wiki.blender.org/index.php/Doc:2.6/Manual/Preferences/Editing) But even after enabling this, the Timeline only allows you to go back as far as frame #0. (This is Blender 2.65 for Windows 64-bit.) So as I'm now toying with it, I don't see how this solves the issue in practice. So what is the process you would recommend? Again, suppose one has a character with a cape (via Cloth Physics), or a scene with gently blowing curtains (also with Cloth Physics), and they would like to start rendering at frame number one, rather than having to push everything back 200 frames to allow the Baking to look proper?%%%
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
2 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#33469
No description provided.