Forum Moderators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 24 11:54 pm)
Attached Link: http://www.poserfashion.net/downloadp5.htm
Try the dynamic clothing tutorial at that link."It is good to see ourselves as
others see us. Try as we may, we are never
able to know ourselves fully as we
are, especially the evil side of us.
This we can do only if we are not
angry with our critics but will take in good
heart whatever they might have to
say." - Ghandi
"But there are other times when I have done everything right, and I'll have some of the dynamic cloth breaks and moves differently, away from where it should. Any ideas on how to fix this?" The usual reason for this is when the cloth gets trapped between two "collide-against" parts. The cloth room can't find any way to wriggle, so hyperwarps instead. The usual culprits are the armpits, as the body moves into the pose, or the hands, if they get too close to the body. Another (not so obvious) culprit is any parented hair (or other parented props, but hair is the most common one, especially longer styles). Since parented props become part of the figure's heirarchy, when you select the figure as a "collide against" target, you also select the hair. And since hair is usually very close to (often intersecting with) the figure's mesh, any cloth up near the shoulders/neck can get the cloth room totally confused... I've learned to conform 1st (w/o hair) and add the hair afterwards... Also.. Check the animation frames (before trying to clothify) as the figure moves from the zero pose into the final pose. Sometimes limbs go in wierd directions during that stage.. You may have to go back and key-frame some intermediate steps... Hope that helps:-)) Cheers, Diolma
Thanks for the tips, diolma. On my picture above, could the collar be the problem? That's what broke. The underlaying garment worked, just not the collar. There are 2 layers to the collar. Perhaps there was some overlap that caused the problem? Do all dynamic cloths have to be welded? Maybe that is the problem. I wonder if I should make the whole collar a constraned group, or just convert it into a conforming figure. Hmm.... bB
Ah. Yes, all dynamic cloth should be a single mesh. The only bits that needn't be directly connected to the mesh are thing like buttons etc. These can be separate if they are entered into a "hard" or "soft" decorated group (then they should work OK). Tip: if you have separate bits which you are going to group separately, give them a different material whie you're developing. Then you can select the bits you want to add to the group via "add material" (I think that's what it's called - I don't have Poser open right now..) The cloth room doesn't really like working with "folded over" stuff. It can be done (get hold of SVDL's free clothing from the freestuff here and examine his meshes for examples; his Kimono, for example). Cheers Diolma
This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
I'm still somewhat new to dynamic clothes, and having a bit a trouble with clothes that don't "stick". While some pre-made clothes work great, pose great, make you actually happy to wait for a simulation, other's make you want to yell at your computer, "What part of 'Constrained Groups' don't you get?!" ;P Is there something I'm missing here? bB