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I am making a cloak for a character, and I want the cloth physics to become stronger for each loop starting from the bottom as they reach the top. So I'm trying to make the bottom loop of the cloak pinned at .9, the loop above that at .8, the loop above that at .7 and so on until the top part moves freely. Issue is, the cloth physics only allow you to pin one vertex group.

Anyone know of a fix around this?

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  • $\begingroup$ ? Use different weights for the same group. $\endgroup$
    – lemon
    Mar 15, 2020 at 14:06
  • $\begingroup$ I tried using weightpaint, got something like this weightgradient in one vertexgroup on cloth-plane. Not vertex paint, but weight paint. I set values for the top and bottom line and then used smooth to get the gradient. Though the stiffness had to be dialed down to get the effect. $\endgroup$
    – Xylvier
    Mar 15, 2020 at 14:17
  • $\begingroup$ You can assign the wanted values directly either weight painting or assigning the vertex weight in the property panel. $\endgroup$
    – lemon
    Mar 15, 2020 at 14:20
  • $\begingroup$ @lemon while i used weight painting, where exactly/which "property panel" do you mean? $\endgroup$
    – Xylvier
    Mar 15, 2020 at 14:25
  • $\begingroup$ docs.blender.org/manual/en/latest/modeling/meshes/properties/… and a picture for 2.8 : i.stack.imgur.com/OY6Hf.jpg $\endgroup$
    – lemon
    Mar 15, 2020 at 14:31

1 Answer 1

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There are 2 ways, while both do the same for your situation i believe the direct setting of values may be faster, but painting weights can be more intuitive and should be better for detailed weighting in special situations.

  1. Go in "Weight Paint" mode (for visual feedback, as it allows to see what happens by displaying the colors as you set the values)
  2. Select all the vertices that you want to use in the pin-group
  3. Create a Vertex Group and assign all the vertices to it by pressing the assign button.
  4. Now select each line and set the value that line of vertices should have in the "Weight" Field under the "Assign" button.
  5. In the documentation it says that "Assign" is additive, but that does not mean the weight value will be added, it just means the vertices will be added to the group if they are not already in it.
  6. After all lines of vertices are set, you should have a gradient showing the weights going from top to bottom.
  7. In the cloth panel, under shape, you will have to adjust the "Stiffness" to make the weighting show more or less effect (i used 0.01 in the example).

Here a simple visualisation of the steps and a final cloth sim result:

enter image description here

Update (thanks for pointing it out @atomicbezierslinger):

enter image description here

Important to note though is that if you use a tablet, and have MMB emulation on, you won't be able to use the function without either changing the keymap or deactivating the emulation.

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  • $\begingroup$ Is there also a gradient tool with some particular keystroke? $\endgroup$ Mar 15, 2020 at 17:57
  • $\begingroup$ Not that i know of, but in the case of this topic it was a simple gradient that was asked for even if not named directly, the slow decreasing or increasing of weight for the loops from top to bottom results in a gradient after all. $\endgroup$
    – Xylvier
    Mar 15, 2020 at 18:50
  • $\begingroup$ I just looked it up .. Alt Left Mouse. You could put in another picture. Info Window ...... bpy.ops.paint.weight_gradient(type='LINEAR', xstart=829, xend=1208, ystart=327, yend=188) $\endgroup$ Mar 15, 2020 at 19:04
  • $\begingroup$ Blender Preferences ... Keymap.. 🔎 Search Gradient. $\endgroup$ Mar 15, 2020 at 19:10
  • $\begingroup$ I am not using a tablet at the moment. However with F3 search [gradient] it puts Blender in the correct mode for one click to ... drag without the alt key. I may not understand your statement fully. Life goes on. We do not have to alt drag the topic out. $\endgroup$ Mar 15, 2020 at 22:18

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