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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)



Subject: Dynamic cloth problems in Poser5


ecks123 ( ) posted Thu, 05 June 2003 at 3:52 AM · edited Sat, 10 August 2024 at 7:24 AM

Can someone tell me why calculate cloth Dynamics freezes when I try to make a walking sequence??? I am trying to make a dynamic overcoat flap as a character runs or walks. Origonaly I modified the P5PajamaTop in Lightwave then discovered the Dynamic P5ManOvercoat, these both gave me some results but normaly freezing between 40-100 frames depending on settings. Thinking that it may be a polygon count issue I created my own over coat in Lightwave with a very basic Polygon structure but still had similar problems. Has anyone had any sucsess with Poser cloth or am I waisting my time??? Darren


3dgRobi ( ) posted Thu, 05 June 2003 at 4:07 AM

poser cloth is a little buggie, i guess, have u installed the sr3 yet? but cloth simulation basicly should work.


PhilC ( ) posted Thu, 05 June 2003 at 5:51 AM

The most common cause is the cloth intersecting the model at start up. If its already colliding then trying to calculate further collisions becomes problematical.

philc_agatha_white_on_black.jpg


ecks123 ( ) posted Thu, 05 June 2003 at 6:46 AM

I am running sr3 and it didn't really make much of a difference?? I have been experimenting and am having better results now that I have tripled the polygons but it still seems to be unhappy. I think I may just be expecting too much from it??


asmith ( ) posted Thu, 05 June 2003 at 7:05 AM

Attached Link: http://www.alanbsmith.com/walkby___.WMV

I went through what your talking about but finally came up with this http://www.alanbsmith.com/walkby___.WMV Philc has somw excellant tutorials, that got me this far......asmith P.S. I never posted a url before so if the url doesn't work go to alanbsmith.com and check out the animations (walkby)....


3ncryptabl3_lick ( ) posted Thu, 05 June 2003 at 7:44 AM

Set the calculations then leave it. Does it still lock up? Overnight? I have had some pretty good results with the cloth room recently. Having pushed out 20 drape frames (6 stepping) and 300 frame simulations, things have been looking good. Check and re-check for intersecting body-parts and size your cloth up slightly if you have to. Also, the crazier your dynamic settings are, the more it time it may need to process. As well as the more verts/ploygons there are, the more time it will take to calculate your cloth dynamic. try these: 40 90 100 .0140 .0150 .0020 .5 .1 .02 and enable colision friction so it cancells out the last two up there but you got the setting i used on a sim. drape 20 stepping 6 collisions@ 0.844 0.980 0.704 0.360 Now I know this may not be the settings you want but try them and post if things went okay or not. At least this way, the setting arent so dynamic they take forever to calculate. I'm still learning myself, I hope this helps. Good luck!


Felderin ( ) posted Thu, 05 June 2003 at 8:57 AM

Content Advisory! This message contains nudity

file_61512.jpg

Cloth simulation in Poser 5 works very well--it's just a matter of learning how it works. The manual isn't much help there--you'll have to do a lot of experimentation on your own. Frankly, I think the cloth room is enough reason all on its own to upgrade to Poser 5 (well, that and the sketch designer). It's as good as any other cloth simulator I've used, and most others are much more expensive.

One of the keys to a good simulation is starting conditions. Like Phil said, it is absolutely critical that your cloth object has no self intersection (areas of the mesh that overlap other areas of the mesh), and no intersection with your figure/object. This is one area where the manual is downright anti-productive; in the cloth chapter it recommends dialing up Collision Offset and Depth if you are having trouble with objects poking through the mesh. This basically makes collisions occur before the cloth actually touches the collision object. Higher values can be problematic, because if you increase this distance to a value greater than the cloth's starting distance from the collision object (not hard to do with many articles of clothing), it's the same as having intersecting meshes. Well--almost the same... in this case, it will be tougher to see where the mesh is intersecting, because it may detect an intersection even though it's not visibly touching the collision object.

I'm still fairly new at this, but I've had some pretty good results already just playing around with cloth settings and Phil's Romatix cloak. I generally keep Collision Offset and Depth at their default values, however, and deal with object poke-through by increasing the mesh density of the cloth and adjusting other settings.

More people should use the cloth room. WIth a little work, it's capable of generating some amazingly detailed effects that you'll never get with conforming clothing.


TrekkieGrrrl ( ) posted Thu, 05 June 2003 at 9:15 AM

Felderin, that looks really really neat :o) But sketch designer? I haven't noticed any difference from the P4 one?

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