estherau opened this issue on Nov 26, 2004 ยท 8 posts
svdl posted Sat, 27 November 2004 at 12:19 AM
Armpits are major culprits here, especially if the dynamic cloth is rather tight fitting. Often assigning the armpit vertices of the cloth to the constrained group is an acceptable solution. It's not a perfect one. In many poses the upper arm intersects with the chest, and so you'll force the cloth to self-intersect and to intersect the body. This is a result of the Poser joint system, not much that can be done about it. I've converted quite a few conforming clothes to dynamic ones, and the dynamic clothes usually work better, especially when morphs are involved. Even in the case of shirts and pants. The only conforming clothes I don't try to convert are rigid items like shoes and armor. Since SR4 you can save multiple dynamic groups to the prop library, which is very useful. Low fold/shear resistance and medium stretch resistance for the main cloth, high resistances and a higher density for straps, belts and seams, and the cloth behaves pretty realistic. I always set collision offset and collision depth to 0.5, the results look better than those of the default values.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter