Cyberwoman opened this issue on Dec 10, 2010 ยท 12 posts
EnglishBob posted Mon, 13 December 2010 at 8:52 AM
Quote - Do the edges of the loop get joined (like a real hem) or do they just stay loose, really like a cuff? If they stay loose, what's to keep them from falling out during the simulation?
You can do either. If they're joined, it's easier to simulate, however I found I had trouble UV mapping a mesh made that way (the loops wanted to be a separate area on the map). That may have been due to poor technique and/or tools, though, so try it yourself on something simple.
However, I don't bother with all that any more. This is what I do instead.
I simulate the cloth as usual; however I may use a slightly higher offset value than normal.
I export the cloth from the frame I want to use.
In Anim8or, I "shell" the mesh to add thickness - as little as I can manage - and then subdivide the result, and export it.
I undo the above actions, and repeat them but with a thicker shell action.
Back in Poser, I hide the cloth. I don't delete it in case I change my mind and want to re-simulate.
Then I import the "thin shell", and apply the "thick shell" to it as a morph target.
The result is smooth clothing with adjustable thickness. It has the same UV mapping, so the same textures will work. However the material zones are lost (other modellers may not do this), but since I generally use this method for simple clothing it doesn't usually matter.
Also, the same mapping applies to both the outer and inner surfaces. With a bit of work, these could be separated, and a lining of a different material applied, but since this process has to be gone through for every image, maybe more than once if I procrastinate about the pose, I prefer to keep it simple and not bother. :)
It only takes a matter of minutes to do, and can be used on some downloaded clothing as well as items I've made myself; whereas the hem loop method is a lot of work, at least with my modelling tools, and I'm happy to be able to avoid it.