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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)



Subject: WIND FORCE? Not even an breeze....


manubart ( ) posted Thu, 30 December 2004 at 11:31 AM ยท edited Sat, 30 November 2024 at 8:46 PM

Hello in poser 5 I want to use the Wind force on a cloth but there's nothing effect. I see the whirlwind in the woek space, and I'm sure that the forcefield is on the cloth but nothing. What I can do?


randym77 ( ) posted Thu, 30 December 2004 at 11:38 AM

Check your range. (It's a property of the wind force object.) For reasons mysterious, CL chose to make wind force object come in with a range of 0.1. Which means the wind only affects things 0.1 feet (or Poser units, or whatever) in front of it. Make it 10 or 20 or whatever - something that gets the cloth in range.


ArtyMotion ( ) posted Thu, 30 December 2004 at 11:50 AM

Correct ... if you turn the "fan" to the side, you will see two little arms sticking out. The length of the arms pertains to the Range. Adjust the Range setting until it reaches to or slightly beyond the items you want the range to affect. The Spread Angle setting controls the size of the angle between the two arms. Increase or decrease it to control how wide of an area the wind affects.


manubart ( ) posted Thu, 30 December 2004 at 3:01 PM

file_162989.jpg

Hmmm, nothing of nothing.... there doesen't move nothing. Units are feets. Range is 50 I don't use Morph target, set parent for this. What is my mistake?


manubart ( ) posted Thu, 30 December 2004 at 3:04 PM

file_162990.jpg

Hmmm, nothing of nothing.... there doesen't move nothing. Units are feets. Range is 50 I don't use Morph target, set parent for this. What is my mistake?


ArtyMotion ( ) posted Thu, 30 December 2004 at 3:08 PM

Hmmm ... I've never tested wind force objects on conforming clothing, but I thought I'd check ... is that dress conforming or dynamic? It may be that it has to be dynamic in order to work.


NomiGraphics ( ) posted Thu, 30 December 2004 at 3:12 PM

You definitely have to have dynamic clothing for wind to work. - Noel


ArtyMotion ( ) posted Thu, 30 December 2004 at 3:25 PM ยท edited Thu, 30 December 2004 at 3:32 PM

Given that, what you can do, manubart, is make sure the dress is all zeroed out (not posed), and export it as an OBJ file with all options unchecked. Then REIMPORT the OBJ file (it should now have only one group). Go to the Cloth room, and create a simulation in section 1. Clothify the dress in section 2, and if you are going to have a figure wear the dress, set Collide Against to that figure. Save that dress to the Props library as a dynamic clothing prop. Then try it out with the wind and see if that works.

Message edited on: 12/30/2004 15:32


randym77 ( ) posted Thu, 30 December 2004 at 4:11 PM

If you have never used dynamic cloth before, go to PoserFashion.net, and do some of the tutorials there. Or just download one of their free dynamic dresses, and follow the instructions that comes with it. Dynamic clothing is very different from conforming. The wind force is meant to be used with dynamic cloth and hair, not with anything else.


JackStr8 ( ) posted Sat, 01 January 2005 at 3:05 AM

file_162991.jpg

I did an experiment a while back and got interesting results. Here's the pic.


manubart ( ) posted Sat, 01 January 2005 at 10:25 PM

They are more interesting yes. thank for the link i will try. Good year!


Dale B ( ) posted Sun, 02 January 2005 at 7:37 AM

Make sure you get Nerd's freebie booties and mittens out of freestuff; they will save you no ends of trouble. If you take a look at the forefinger on the right hand, and the thumb on the left, you can see that they have interpenetrated the cloth. This tends to happen with the extremities, as the very small polygons can slip between the vertices of the large cloth polys and get caught. For stills this may not be too much of an issue. In, say, a walk cycle, the character's arm swinging would pull and twist the cloth with it, making it at best wierd. This could also cause a collision violation and lead to the simulation stalling. Nerd's props are simply very large polygon covers for the feet and hands, to allow the cloth to collide against polygons about the same size. They don't interfere with hand or foot motion, and can't be seen unless you render in wireframe.


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