Forum: Poser - OFFICIAL


Subject: Conforming clothes->dynamic clothing = Extreme slowdown. =(

seanlo opened this issue on Jan 21, 2008 · 12 posts


Conniekat8 posted Mon, 21 January 2008 at 5:42 PM

here's an example of what I'm talking about. Left pic is the original mesh. Pic on the right is a decimated mesh that has 1/4 of the polygons of the left one. I circled some of the problem areas. Those long skinny polygons would be a problem  (couldn't bend in a simulation) regardless of whether they are triangles or quads.

More technically correct term would be that the 'topology' of the mesh is the problem, but there's a lot fewer people whom know what topology means, so triangles get a bad rap.

I'm yet to see a routine that lets you efficiently pick in more detail how to simplify a mesh. Those that I did see that allow some liberty need a lot of user input, to a point where it's more efficient modelling a new simpler mesh.

Hi, my namez: "NO, Bad Kitteh, NO!"  Whaz yurs?
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