Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 15 9:11 am)
Errm - peevee, dynamic clothing doesn't work that way. Make your clothing (peferably using a rather fine mesh) as a prop, such that it can be parented to a figure in the zero-pose position. Then load the figure (and zero it) and the clothing. Make sure that there are no poke-throughs. Go to about frame 10-15 on the timeline and set the pose for the figure (the cloth won't change). Now reset back to frame 1. Go to cloth room. hit "new simulation". (Initially, ignore the "cloth draping" stuff and the other parameters. Hit "OK". Hit "Clothify" and select your clothing prop. Hit "Collide against", and in the dialogue hit "Add/Remove" then find your figure and select it. On exit, depending on the type of clothing you can also check "Ignore head collisions" etc. (Only you know which collisions are unnecessary. All these do is speed up the process) Hit "Calculate dynamics". Go make and drink coffee while Poser goes about its work.... If the cloth falls off the figure then clear the simulation, select the "constrained groups" and select some bits which should stay put (just the top vertices should be enough). Restart the simulation (more coffe, have a smoke, walk about the garden)..:-)) Oh, and BTW - NONE of the clothing should intersect with the figure. If you start your clothing model from (eg) a cylinder, do NOT cap the ends - it wont work. Hope this helps, Cheers, Diolma PS: - check the Poser FAQs and tutorials - I think there's some bits'n'pieces in them re: dynamic clothing
Actually the time taken depends (mainly) on the number of vertices/polygons in the cloth and the number in the object that is being collided with. The problem is, that for dynamic cloth to look good, it really needs a lot of small polygons (because the basic polygons don't really get changed much, just moved). So If you start with a cylinder (eg for a skirt) that just consists of a load of flat 4-vertex ploygons going from top to bottom, it'll calcluate fairly quickly, but you'll end up with something that looks more like Roman armour than cloth. To make it fold around, say, a bended knee, it has to be subdivided vertically (quite a lot). More polygons = more tests for collision = more time. Cheeers, Diolma (* off to make more coffee..*)
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Does any one knows good tutorials on the P5 cloth room about making clothes? Before you say yes ( or no ) you should know that I am what they call a supernovice/newbie. So please no advanced trics and other magic if the basics are not included as well. Many thanks from youknowwho andifyoudont Peevee