I will try make better renders later
![[Image: 6279_-_skull_island_2.jpg]](http://www.brickshelf.com/gallery/angmarec/Pirates/6279_-_skull_island_2.jpg)
(2020-11-02, 10:56)Philippe Hurbain Wrote: [size=small][font=Tahoma,Verdana,Arial,sans-serif][size=small][font=Tahoma,Verdana,Arial,sans-serif][size=small][font=Tahoma,Verdana,Arial,sans-serif][size=small][font=Tahoma,Verdana,Arial,sans-serif][size=small][font=Tahoma,Verdana,Arial,sans-serif][size=small][font=Tahoma,Verdana,Arial,sans-serif]Known errors: None (I needed to slant front mast rigging, I guess that IRL flexibility allows that?)[/font][/size][/font][/size][/font][/size][/font][/size][/font][/size][/font][/size]
(2023-02-20, 19:51)Thomas Dickerson Wrote: Has anyone tried using the Cloth Physics brush in Blender to form sails? I'm thinking it would be easy enough to export an .obj and then convert the triangles back with a little script. I'm working on a ship with similar mast structure to the Pirates of Barracuda Bay version of the BSB and noticed none of these sails are even unofficially in the parts library yet, nevermind formed.
(2023-03-04, 20:05)Philippe Hurbain Wrote: If only I was more Blender-fluent... I tried several solutions to shape fabrics, but it's always very time consuming. I'd be curious so see the mesh of one of your sails, can you share it?
(2023-03-05, 14:03)N. W. Perry Wrote: My takeaway from this is that what we really need on the LDraw side is less about actual cloth simulation and more about the 3D vertex modification. I wonder if there’s anything in that part of the Blender code that would be suitable for modeling dynamic flat flexible parts in an LDraw editor?