VecFlow0.1.0
FlowsOperators

Bind

Hold particles together: cloth, ropes, soft bodies, sticky goo and things that tear; and hold rigid bodies on joints, or glue them into something to smash.

VecFlow 0.1.0

Hold particles together: soft bodies, ropes, cloth, sticky goo, things that tear. Binds hold wherever the particles go, until they break. Rigid bodies they hold turn on joints: chains, doors, ropes with crates. Particles losing a bind go along the wire.

Add it
EventAdd OperatorPhysicsBind
Sends on
Along its wire: particles losing a bind.
Influence
No: a value can’t weigh it.

When to use it

MakeBindsFor
Mesh EdgesParticles born on a mesh's vertices, along its edges and across its facesCloth, flags, curtains, ropes and cables
NearestEach particle entering the event to its nearest within Distance, up to MaxSoft bodies: fill a shape with particles and bind them
On TouchAny two that come within Distance, all the timeSticky goo, snow that clumps, things that glue on contact
ChainParticles one after another, in the order they comeA rope paid out from a moving emitter
PiecesPieces of a mesh born On Pieces, to the pieces they touchWalls, statues and anything to smash, with Joint Glue

A bind keeps two particles at the distance they were when it was made. It holds wherever they go, from event to event, until it breaks or one of them is deleted. Nearest and On Touch bind to the particles of every event with a Bind.

Set it up: cloth

Make the cloth as a mesh: a subdivided plane, about 30 to 60 vertices across.

In an event, add a Birth with Mode On Vertices and the mesh as its Object, then Gravity, Bind with Make Mesh Edges, and a Collide with what it falls on.

To hang it by its corners, paint a vertex group on them and add a Group Test sending them to an event with Pin.

Bake. The cloth plays as a copy of your mesh, “mesh (VecFlow)”, with its UVs and materials; torn cloth shows holes.

A flow of 2 events. Cloth: Birth, Group Test, Gravity, Drag, Bind, Collide; Group Test: 'corners' above 0.5 sends to Held. Held: Pin.ClothGroup Test: 'corners' above 0.5Bind: mesh edges, bend 0.3Collide: PoleBirth: on Flag's vertices at frame 1. Make new particles: some every frame, all at once, one on each vertex of an object's mesh (for cloth and ropes: bind them with Bind, Mesh Edges), one on each piece of it (to smash: glue them with Bind, Pieces), or the event's Liquid filling itBirth: on Flag's vertices at fra…Group Test: 'corners' above 0.5. Particles born on an object's vertices go along the wire where the vertex weighs more than a value in a vertex group: say to an event with Pin, to hang cloth by its cornersGroup Test: 'corners' above 0.5Gravity: 9.81 m/s². Pull particles down, or any way you point itGravity: 9.81 m/s²Drag: 0.15, wind. Slow particles to the speed of the air, which moves with the windDrag: 0.15, windBind: mesh edges, bend 0.3. Hold particles together: soft bodies, ropes, cloth, sticky goo, things that tear. Binds hold wherever the particles go, until they break. Rigid bodies they hold turn on joints: chains, doors, ropes with crates. Particles losing a bind go along the wireBind: mesh edges, bend 0.3Collide: Pole. Bounce off an object, a collection's objects or the ground, friction slowing their sliding and their spin where they touch. The ones that hit go along the wireCollide: PoleInHeldPin: with Pole. Hold particles still, or move them with an object. Bound and bumping particles give way to them. Kinematic rigid bodies move and turn with the objectPin: with PoleIn
A flag in the wind: Group Test sends the corners in the 'corners' group to Held, where Pin holds them to the pole. Binds hold across events, so the cloth stays whole.BirthForcesPhysicsLooksTests

A mesh with only edges (a curve converted to a mesh) makes a rope. Its output object can show it as a tube: set Thickness and Material on its VecFlow Mesh modifier.

Settings

As the flow editor’s sidebar shows them. Changing any of them marks the bake old; those marked Keyframable can also change through a bake.

Nearest

Which particles get bound together.

  • Nearest: Particles entering the event bind to their nearest within the distance.
  • On Touch: Particles keep binding to any that come within the distance: sticky.
  • Chain: Particles entering bind one after another, in the order they come: a rope.
  • Mesh Edges: Particles born on a mesh's vertices bind along its edges (and across its faces): cloth and ropes.
  • Pieces: Particles born as pieces of a mesh bind to the pieces they touch, holding harder over a bigger face. With Joint Glue: a wall to smash.
0.1 m0 to 20

How far: to the object for a test, between particles for a bind, or along the ray for a raycast.

Shown when Make is Nearest or On Touch.

120 to 50

Most binds per particle. 0 for no limit.

Shown when Make is Nearest or On Touch.

10 to 1

1 holds the length exactly; lower gives and springs back, softer and softer.

Shown when Spring is 0.

00 to 100,000

Real springs instead of Stiffness: how hard each bind pulls, in newtons, stretched to twice its length. Heavier particles then stretch them further: cloth weighs its area at its Density, Physics balls their own, others a 10 cm ball of water. 0 uses Stiffness.

0.150.0001 to 2

How heavy the cloth is, in kg per square metre: silk 0.05, cotton 0.15, denim 0.4, canvas 0.6, rubber sheet 1.5. Used with Spring.

Shown when Make is Mesh Edges, and Spring is above 0.

0.30 to 1

How much cloth or a rope resists bending. 0 folds freely, and sharp folds can stand up and wobble; higher lies smoother and calmer; 1 keeps the shape it was born in.

Shown when Make is Mesh Edges.

0.10 to 1

How fast wobbling dies down. 1 stops it.

00 to 3

A bind breaks when stretched to this many times its length (above 1). 0 never.

0 m/s²0 to 500

A bind breaks when pulling or pushing harder than this (holding a hanging particle takes 9.81). 0 never.

00 to 1

Random difference in when binds break, as a share either way.

Off

The cloth or rope can't pass through itself, or through other cloth and ropes with this on. It folds and piles up. Slower.

Shown when Make is Mesh Edges.

0.005 m0.0001 to 0.05

How far apart layers keep when they touch. Parts this near each other on the mesh as it was born don't collide.

Shown when Make is Mesh Edges, and Self Collision is on.

0.02 m/s0 to 0.5

Cloth, a rope or a soft body that comes to rest sleeps: once all of it has moved slower than this for half a second, it holds perfectly still and costs nothing until something touches it or pulls it differently. 0 never sleeps.

161 to 100

Times overlaps and contacts are pushed apart, and binds pulled back, each substep. More holds piles and stacks up and binds tighter; slower.

Ball

How binds hold rigid bodies, to each other or to particles.

  • Ball: Rigid bodies turn freely about the point between them (a particle's centre)
  • Hinge: Rigid bodies turn about the point between them only round an axis: a door, a wheel, a seesaw.
  • Slider: Rigid bodies slide along an axis through the point between them, without turning: a drawer, a piston, a lift.
  • Fixed: Rigid bodies hold together as they are, neither turning nor sliding: welded.
  • Glue: Rigid bodies bound together are one rigid body, exactly as they were, until something strikes a piece harder than the Break Impulse, or the load inside passes the Break Load or Torque: walls, statues, beams, anything to smash.
Z

The axis a hinge turns round, or a slider slides along.

  • X: The first rigid body's own X axis, as the bind was made.
  • Y: The first rigid body's own Y axis, as the bind was made.
  • Z: The first rigid body's own Z axis, as the bind was made.

Shown when Joint is Hinge or Slider.

Off

Keep a hinge's turn, or a slider's travel, between two limits.

Shown when Joint is Hinge or Slider.

-45°

How far a hinge may turn back from where it was made.

Shown when Joint is Hinge, and Limits is on.

45°

How far a hinge may turn on from where it was made.

Shown when Joint is Hinge, and Limits is on.

-0.5 m

How far a slider may slide back from where it was made.

Shown when Joint is Slider, and Limits is on.

0.5 m

How far a slider may slide on from where it was made.

Shown when Joint is Slider, and Limits is on.

Motor Speed
Keyframable
0-20 to 20

A motor drives a hinge at this many radians a second, or a slider at this many metres a second.

Shown when Joint is Hinge or Slider.

Motor Strength
Keyframable
00 to 1,000

The most a motor pushes with: newton metres for a hinge, newtons for a slider. 0 for no motor.

Shown when Joint is Hinge or Slider.

00 to 10,000

A joint (holding rigid bodies), or glue, breaks holding with more than this many newtons: a 1 kg weight hangs by 9.81. 0 never.

00 to 1,000

A joint breaks twisted or bent harder than this many newton metres. 0 never.

0.02 s0 to 0.5

A joint's load is averaged over this long, so a sudden knock counts for less than a steady pull.

Shown when Break Load is above 0 or Break Torque is above 0.

0 s0 to 10

An overloaded joint lasts this long at twice its Break Load or Torque before it breaks, longer nearer them. 0 breaks at once.

Shown when Break Load is above 0 or Break Torque is above 0.

00 to 100

Glue breaks around a piece struck harder than this many newton seconds: a 1 kg ball hitting at 10 m/s strikes with about 10. 0 never.

Shown when Joint is Glue.

40.001 to 20

For a fracture cut again: glue inside each piece of the first cut holds this many times as strongly, so chunks break off whole before they shatter.

Shown when Make is Pieces, and Joint is Glue.

Stiff or springy

Stiffness 1 holds each bind's length exactly; lower gives and springs back, softer and softer. On its own, a bind at 0 springs back about twice a second, at 0.5 about 20 times. It's the same however heavy the particles are.

For real weights, set Spring above 0 instead: each bind then pulls with that many newtons when stretched to twice its length, and heavier particles stretch it further. Cloth then weighs its area at its Density (in kg per square metre: silk 0.05, cotton 0.15, denim 0.4), so the same spring holds silk taut and lets canvas sag.

Damping is how fast wobbling dies down: 1 stops it.

Bend

For cloth and ropes (Mesh Edges), Bend is how much they resist bending. 0 folds freely, but sharp folds can stand up and wobble; 0.3 lies smooth and calm; 1 keeps the shape it was born in. A finer mesh bends more easily at the same Bend.

Self Collision

With Self Collision, cloth and ropes can't pass through themselves, or through other cloth and ropes with it on: cloth folds and piles, ropes coil. Layers keep Thickness apart. It's slower: switch it on for drapes, crumples and piles, not for a flag.

Tearing

A bind breaks when stretched past Break Stretch times its length (above 1; 0 never), or when pulling or pushing harder than Break Force: 9.81 is what holding one hanging particle takes, so a bind with Break Force 20 holds about two. Variation spreads each bind's limits by up to that share either way, so tears wander instead of running straight.

Particles losing a bind go along the wire: send them to an event that colours them, or deletes them.

Sleep and Rounds

Cloth, a rope or a soft body that comes to rest sleeps: once all of it has moved slower than Sleep Below for half a second, it holds perfectly still and costs nothing until something touches it or pulls it differently. 0 never sleeps.

Rounds is how many small steps a substep is cut into for the binds. More holds them tighter and stretches cloth less; slower.

Joints: binds on rigid bodies

When a bind holds rigid bodies (to each other, or to particles), Joint says how:

JointBodiesFor
BallTurn freely about the point between themChains, ropes with crates, ragdoll-ish links
HingeTurn only round AxisDoors, wheels, seesaws, flaps
SliderSlide along Axis, without turningDrawers, pistons, lifts
FixedHold together as they areWelds
GlueAre one rigid body, until struck or loaded too hardWalls, statues, beams: anything to smash

The Axis is the first body's own X, Y or Z as the bind was made. Limits keeps a hinge's turn, or a slider's travel, between Lower and Upper. A Motor drives a hinge at Motor Speed radians a second (a slider, metres a second), pushing with at most Motor Strength: newton metres for a hinge, newtons for a slider.

Joints break by load: Break Load in newtons (a 1 kg weight hangs by 9.81), Break Torque in newton metres, averaged over Load Over so a sudden knock counts for less than a steady pull. With Endure, an overloaded joint holds that long at twice its limit, longer nearer it.

Glue also breaks around a piece struck harder than Break Impulse, in newton seconds: a 1 kg ball hitting at 10 m/s strikes with about 10. That's what breaks a wall where a ball hits it. See Destruction.

Works with

  • Birth On Vertices for Mesh Edges, On Pieces for Pieces, in the same event.
  • Group Test and Pin to hold cloth by some of its vertices.
  • Collide: bound particles are held out of the event's colliders and slide on them by their friction, so cloth drapes over a ball and holds on a slope.
  • Liquid in another event: cloth holds water and is pushed by it.
  • An event takes one Bind, and can't also hold a Liquid, Follow Curve or Goal. For two kinds of binds, use two events.

Problems you may see

Error

event: operator: an event takes only one

Error

event: operator: Break Stretch must be above 1, or 0 never to break

Error

event: operator: Distance must be above 0

Error

event: operator: its Lower limit is above its Upper

Warning

event: operator: Mesh Edges binds particles born on vertices in this event; it has no Birth On Vertices

Bind with Make Mesh Edges ties particles born by Birth On Vertices. Add one, or pick another Make.

Warning

event: operator: Pieces binds particles born as pieces of a mesh in this event; it has no Birth On Pieces

Bind with Make Pieces glues pieces born by Birth On Pieces. Add one, or pick another Make.

Errors stop a bake; warnings don’t. Every message is on the Messages page.

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