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I wanted to animate this rope using the cloth simulation. The end result I was looking for, was to just have a rope fall and curl on the floor. What I got instead after baking for an eternity, was a string that just smashes and folds like thin paper into the floor and explodes into a bunch of tiny balls. What the heck?

This first image, rope looks fine. enter image description here

Here, as I zoom in after playing a few frames, the rope breaks into sections and starts deforming for some reason. enter image description here

And here, all the balls start to fly out and just makes absolutely no sense. enter image description here

The method I used to create this rope using an extruded circle, then aligning an extruded circle with a curve using the curve modifier, and had applied an array modifier (hence the broken up sections). I ended up removing the curve as I just wanted the mesh. Any ideas why my method of creating a rope isn't working properly?

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    $\begingroup$ Possible duplicate of How to simulate a rope? $\endgroup$ – Duarte Farrajota Ramos Sep 22 '18 at 20:13
  • $\begingroup$ @DuarteFarrajotaRamos There are several methods in creating this, I would like to know why this one isn't working as logically (to me at least) this shouldn't be happening in the simulation. $\endgroup$ – Noelle Sep 22 '18 at 20:16
  • $\begingroup$ Hard to tell without following your workflow or seeing your settings. Maybe you didn't remove doubles, or one of your modifiers split your geometry creating a mesh with separate chunks, which on impact blew apart. Low simulation precision or incorrect collision settings may also cause bunching up results $\endgroup$ – Duarte Farrajota Ramos Sep 22 '18 at 20:29
  • $\begingroup$ Also see blender.stackexchange.com/a/97383/29586 $\endgroup$ – Rich Sedman Sep 22 '18 at 23:07

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