Pin
Hold particles still, or move them with an object: hang cloth by its corners, tie a rope to something, carry kinematic rigid bodies.
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 object.
- Add it
- EventAdd OperatorPhysicsPin
- Sends on
- Nothing: it has no wire.
- Influence
- No: a value can’t weigh it.
When to use it
- Hanging cloth and ropes by some of their particles: the corners of a sheet, the top of a curtain, a rope's end.
- Carrying things with an object: a flag on a moving pole, cloth on a character's shoulders.
- Moving kinematic rigid bodies: a paddle or a wrecking ball, turning with its object.
Set it up
Pin acts on every particle in its event, so put the particles to hold in an event of their own. For cloth, a Group Test sends the vertices in a vertex group there:
Settings
As the flow editor’s sidebar shows them. Changing any of them marks the bake old; none of them can change through a bake.
With no Object, particles hold still where they are. With one, each goes where the object takes the spot it's on: moving, turning and scaling with it.
Pinned particles don't bounce off colliders. Bound and bumping particles give way to them.
A particle sent to Pin by a Group Test starts being held a step after it's born, so pinned corners first drop a few millimetres.
Works with
- Bind: binds hold across events, so pinned particles hold up the cloth or rope they're part of.
- Group Test to pick the particles to pin.
- Rigid Body with Kinematic on, in the same event: the bodies move and turn with the object.
- An event takes one Pin. It can't share an event with a Liquid, a Follow Curve or Goal, or a Rigid Body that isn't Kinematic.
Problems you may see
event: operator: an event takes only one
Errors stop a bake; warnings don’t. Every message is on the Messages page.