Cloth modifier acts erratically #60836
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Reference: blender/blender#60836
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System Information
Operating system: WIN10 64
Graphics card: GeForce GTX 560 Ti and another GeForce GTX 560 Ti - SLI disabled (like for 2.79b who use them perfectly without SLI)
Blender Version
Broken:
blender-2.80.0-git.1d908bffddb4-windows64
Worked: (optional)
2.79b-windows64
Short description of error
Cloth modifier acts erratically, do not stand still when it should, tremble or make quick movements + message : "No compatible GPUs found" in Blender Preferences - Cycles Render Devices
Exact steps for others to reproduce the error
Just run animation
Mr Frite me Jiggle.blend
Added subscriber: @Thierrylomenede
Cloth modifier acts erratically, do not stand still when it should, tremble or make quick movements + message : "No compatible GPUs found" in Blender Preferences - Cycles Render Devices
Added subscriber: @JacquesLucke
Could you please be more specific about the movement you mean? The orange character in the beginning? And where is the cloth modifier?
Can you try to remove everything that is not necessary to reproduce the bug?
(Sorry) OK so (new files added)
Each bone (in "Armatures" collection) have a "stretch to" bone constraint to a vertex group of a four edges geometry with cloth physics (in "Edges with cloth sim" collection)
All bones and geometries have the same propriety (copy) but when supposed to be idle (no animation) they don't stay idle at all, all in a different way, like "glitches" or something...
You can see what I mean by erratically as you run the animation
Thank you{F6403011}
Mr Frite me Jiggle1.blend
Mr Frite me Jiggle1 - Copie.blend
Mr Frite me Jiggle1 - Copie - Copie.blend
please rename "Mr Frite me Jiggle1 - Copie - Copie.blend" in "Mr Frite me Jiggle1 - Copie.abc"
Added subscriber: @ZedDB
This doesn't seem to be cloth sim related, it seems to be more about the
Stretch To
bone constraint. InMr Frite me Jiggle1.blend
, just to show case that this is not cloth related, remove the cloth sim on all four objects.Next, select the left most armature
Armature.004
, go into pose mode and select the first bone (namedBone
) with theStretch To
constraint. Click and drag on the influence bar. Notice that the bone snaps to the position of the initial mesh and back again.@ZedDB, mind uploading simplified .blend, with all the unrelated parts removed, and proper bone selected?
@Sergey here you go:
bone_test.blend
This issue was referenced by
208a0808b3
Changed status from 'Open' to: 'Resolved'