Hook vs release cloth from hook

Hey there!

I’m wondering if there is any solution to release a cloth sim object from its hook at a certain (keyed) timeframe, or at all.
Example, i want to throw one of the corner of my blanket to the opposite side (like i’m getting up from bed, and throwring the duvet off from my body), and with hook i can make the movement perfectly, but at the end (or from force wise, at the halfway) i want to release the corner of the duvet from the hook to let it fly away as the forces let it go.
if i have to keep it on the hook i have to position the hook in a pos that the “sim should calculate out” and nearly impossible to make it seamless with the other part of the duvet affect only with forces.
Any non hook solution can go, i’m really a noob in cloths or animating so my mind is an empty vessel :slight_smile:

The hook is moving pinned vertices of Pin Group.
You don’t need to touch to the hook.

You just need to animate a modifier (Geometry Nodes or Vertex Weight Edit) that annihilates or modifies weight of Pin Group.

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Sorry i forgot to mention I have multiple hooks, but i don’t want to release all of them.

The principle stays the same. Instead of annihilating all weights of weight group, you only annihilate those of concerned vertices.

In that case, you can use another Vertex Weight modifier (mix or proximity), just to modify Pin Group.
In theory, you can use a vertex group to limit influence of a Vertex Weight Edit mode.
But it looks like it is buggy with several hooks.
You just need to create several vertex groups to use those modifiers.

You can still use geometry nodes to make a equivalent edition of weights of Pin Group. Obtaining correct result only depends on setting up a pertinent edition of attribute, relatively to vertices used by hooks.

Hi,

I have a similar case. I need to remove verts from a pin vertex group. Do you have, or could you make, an example of how to do this with the Vertex Weight Edit modifier? I haven’t found much that was helpful in doing this, and I haven’t been able to figure out how this modifier works.

I have figured out the Vertex Weight Mix modifier and have it removing verts from a vertex group.

Which one is better to use for this? The Mix, or Edit modifier?

Thanks,
Randy

Here is an example that may work with Weight Edit modifier.
WEdit_Mod.blend (1.3 MB)

But to be honest, I could not obtain that, without checking result of tweaking of modifier in Weight Paint mode.
At worst, this modifier is buggy. At best, it is very misleading with a lot of limitations.
Use it only for very simple things.

Mix or Proximity may be faster than creating a GN node set for same purpose.

But they will be limited to modifying of only one or two vertex groups.
So, for moderate or hardcore complexity, using Geometry Nodes is probably best choice.

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Thank you for your time!

I see where I was going wrong. It wasn’t working ‘out of the box’ as I thought it would. Inverting the Falloff did the trick.

I only need to remove a few verts from 1 vert group, simple things. Given your comments and how easy I found the Mix modifier to use, that’s the path I’ll take.

Thanks,
Randy

You can use the VertexWeightProximation modifier to do some control.

2 Likes

Hey there!
It’s me again :slight_smile:
so i added a Vertex Weigth Edit modifier, but even if set the default to 0, nothing is happening with the actual vertices of the vertex group.


i know i’m using it wrong, but i just want to set the Pin Group influence to the Cloth zero (at a certain time) please!

ok, it seems to work now. i guess i mixed up treshold with weight :slight_smile:

at least i got some feedback from the modifier if i paint the vertex after i created the modifier.
unfortunately the parameter (remove group) is still not reacting with the vertex during an animation, even if i key the value. if cloth sim (anim play) is off then if i grab the slider, it makes the weight paint “vanishing”, but during anim nothing happens, the group is not releasing the vertex.
also tried before after the cloth sim modifier, no difference.

also a useful info (maybe revolt_randy already mentioned that a different way) that even if You can only pin one vertex group to a cloth sim, You can weight the vertices within the vertex group, and if You are using very small differences like 0.999 to the vertices that You want to release, and 1 to vertices that You want to stay put, then You can simply set the treshold between the value of the should release and the put values. at this example proper treshold is 0.9999, and it works as it should be.

I’ll look into this, but it’ll be a couple of days…

I had this working sometime ago, on a robe, removing verts from the pinning group to let the front of the robe open naturally. Spent a month trying to tame the cloth sim, always jittery and bouncy, and gave up. Haven’t looked at the files since. I remember it was kinda tricky to set up…

Randy

You need to put the VertexWeightEdit BEFORE the Cloth modifier to take affect in the simulation!
image

Hey, I just wrote in my above reply it is working fine (i mixed up weight with treshold), but Thank You for the help again!
You are awesome, really! :slight_smile:

1 Like

Oops, nevermind :sweat_smile: