I did a little reading, based upon google search of "verlet integration cloth simulation," and found lots of good sites with excellent information.
Select collision object(s), i.e. the sphere.
Cloth width.
Cloth height.
Grid density, or vertex distance.
Vertex "marble" distance, to prevent self intersection.
Attachment points, if any, i.e. 2 corners.
http://graphics.stanford.edu/~mdfisher/cloth.html
Another site explained collision.
- Brian
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