svdl opened this issue on Aug 26, 2004 ยท 77 posts
svdl posted Thu, 26 August 2004 at 4:40 PM
Actually, I was going to use cloth dynamics in Poser to generate billowing morphs for the sails. That works, my previous sailing boat has billow morhps in its sails made that way. And the fluffy stuff of the ropes are not polygons, it's a noise shader on the displacement node. The long straight parts of the ropes consist of only 6 polygons each, it's the knots and bent parts that's consuming lots and lots of polygons. I think I can keep it under 100,000 polys. I've run into a limitation of dynamic clothes: only the last bodypart in the hierarchy can be saved as dynamic cloth. The cloth room is clearly designed for cloth props. I want the ship to be usable in both P4 and P5. The P5 extras will consist of better materials, using displacement. I've got another trick for the main lines: point-at behaviors combined with welding to non-parents. Works perfectly, and you don't have to pose a thing, it works automatically! A trick I thought up after reading B.L. Renders book on figure creation. I've got a simpler boat (only two sails) here in freestuff using that technique. The only thing that doesn't work right in that one are the three line ends. One of these days I'll replace them and use some separate EasyPose rope figures.
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