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584 Chapter 8: Modifiers
The Cloth Simulation dialog shows information about the
simulation wh ile it’s running.
Simulated Frames—Shows the number of frames
simulated so far.
Erase S imulation—Deletes the current simulation.
This deletes the cache of all cloth objects and sets
the Simulated Frames count back to 1.
Truncate Simulation—Deletes animation created by
the simulation after the cur rent frame.
For example, if you’ve simulated an animation to
frame 50 but want to keep only animation keys
from frames 0 to 30, set the time slider to frame
30, then click this button. The simulation is then
deleted from frame 31 on.
Selected Object Manip group
Set Initial StateUpdates the first frame of
the s elected cloth object’s cache to the current
position.
Reset State—Resets the selected cloth object’s st ate
to the state before Cloth in the modifier stack.
When you click this, the simulation is erased; that
is, Simulated Frames returns to 1.
Delete Object Cache—Deletes the cache for selected
non-cloth objects. If an object is simulated as
cloth, and is then turned into a collision ob ject (or
inactive) via the Object Properties dialog, it will
retain the cloth motion in its cache.
This is useful for simulating clothes in layers. For
example, you may simulate a character’s p ants,
then tur n the pants into a collision object for
simulating a coat. By simulating in layers, you
avoid the problems of cloth-to-cloth collision
detection. If you want to remove the cached
motion from the selec ted object(s), click this
button.
Grab StateGrabs the current state from the top
of the mod ifier stack and updates the cache for the
current frame.
Followingisanexampleofhowthismightbeused:
1. Simulate to frame 100. When you play back the
simulation, you see a collision object poking
through the cloth at frame 24.
2. Add an Edit Mesh modifier after Cloth and pull
the cloth vertices so the object doesn’t poke
through.
3. Go down the stack to Cloth and click Grab
State. The vertices are now moved twice
as far as you intended because the vertex
displacement was applied once by Cloth, and
again with Edit Mesh.
4. RemovetheEditMeshmodifier.Thevertices
should now be where you want them.
Gra b Target S ta te—Lets you specify the target shape
for Keep Shape. Grabs the current deformation
from the top of the modifier stack and uses that
mesh to define the target bend angles between
triangles. Also turns on Use Target State.
Note: Only the bend angles from the Target State
mesh are used, not the edge lengths.