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[flow_default] Transcription: 01-Bag Creation and Sop Solver.json

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transcriptions/01-Bag Creation and Sop Solver.json ADDED
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+ {
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+ "audio_file": "01-Bag Creation and Sop Solver.wav",
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+ "text": "Alright, so first let's create our bag. To do that, I'm gonna drop down a box and I'm gonna make it smaller in the Z-axis since what we want is more of a sec and we have to get rid of these sharp corners. So let's drop down a poly bevel. Give it a value of maybe 0.1, I think that works. So if we were to simulate it right now, it's gonna work, we're gonna get a result, but it's gonna be a low-poly weird result since what we have now is very few faces. So what we're gonna need is subdivide this, give it a value of maybe four just to get some more resolution right away and we're gonna transform it up as well since we're gonna be adding the sand into the bag and the sand is gonna tear the bottom of the bag escape and hit the ground we're gonna need more space than this between the bag and the ground. So let's drop down the transform node and maybe give it a value of like two meters up. I think that's fine. All right, so now let's transform this box that we have into a cloth object. So let's drop down a vellum configure cloth. And right away, what I'm going to change is the mass parameter. By default, it calculates the mass based on a density input and the wireframe of the geometry. What we're going to do is set it to set uniform so we're able to have much more control over the mass. Down the road we're going to be making the grains and we're going to be making another sheet of cloth and we need the freedom to decide how much heavier is each element compared with the other. So let's make this not as heavy as we're going to make the grains later. So let's give it a value of 0.2. I think this will work fine for now. And let's choose our pin points to hold the bag in place. If we were to simulate it right now, it will just fall on the ground as it is. Actually let's see this very quickly. Let's drop down the film solver, hook up three inputs and if we press play it's just gonna drop down, oops, let's add the ground collision. It's just gonna drop down onto the ground and that's not what we want. We want it to be Locked in here So let's choose the points that we're gonna that we're gonna be penning So let's choose something on the top right here don't worry about getting this completely straight or precise. We're gonna do this later. And if we were to simulate it right now, what we're gonna get is the bag being held in place up top and these creases. I don't like these creases. They are too many of them. It looks like a thin layer of cloth. the and this looks much more close to being a bag than it did before. Now we have these nice creases, it's more realistic than before. It looks like an empty bag right now. So next we're gonna fill our bag with the grains and we're gonna get rid of the vellum solver on a soft surface as well. We're gonna be making a Dopp network with a vellum solver on a sub surface as well. We're going to be making a DOP network with a vellum solver inside so we can combine our cloth with the grains with the extra sheet of cloth. We're going to be making a down the road. So let's do this.",
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+ "language": "en",
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+ "confidence": null,
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+ "duration": 306.51
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+ }