I have a simple rectangular plain that I duplicated, turned the dup into nCloth, then applied a wrap deformer on the nCloth object so that it will follow the original (rigged) plain wherever you move the rig to in the scene. From what I understand this is a fairly common approach to creating nCloth. The problem I have is when it comes to painting the input mesh attract. I have set the "input mesh attract" value on my nCloth to a value of 1, all white, and am now painting the inside verts black with a value of 0, LEAVING the rim of vertices white. Which means, the rim of the rectangle should stay fully attracted to the original mesh, since they are 100% white at a value of 1, and the all the inside verts should act in a more fluid cloth type manner, since they are black with a value of 0. Right?
Now, when I animate the the object, what I would expect to see, is the rim of the rectangle to stay in place, as a four sided rectangle, but the inside to act as fluid cloth...think of taking your window screen from one of your windows, and replacing the black stiff mesh with a silk like material instead and waving it around.....that is the look I am going for. However, the problem I have, is that even with a value of zero/black on the inner verts, there is absolutely no cloth like movement/feeling at all on the inner verts. Its still stiff as a board, acting as if it still has a value of 1/white. I've played with all the attributes that I can, and adjusted my space scale, etc. to try and get SOME hint of cloth like movement on the inner verts, but nada...
Can someone enlighten me as to what I might be doing wrong?
Screen shot attached of my painted poly rectangle.
Thank you in advance for your input
🙂-Dave