Forum: Poser - OFFICIAL


Subject: Dynamic cloth - the cloth room For Compleat Dummies

RobynsVeil opened this issue on Dec 03, 2010 · 409 posts


aRtBee posted Tue, 21 December 2010 at 2:34 AM

hi all,

just from my previous writings in this thread (saves you the re-reading):

The Poser Cloth sim is a simulation of the behaviour of cloth, as being a weave of fibres - even when thats wrong, in case of leather, latex, etc. In the translation of the mesh structure to the weave/fibre structure to be simulated, not only the vertices of the mesh but also the mesh topology itself plays a role. A quad mesh produces results slightly different from tri's and so on.

This was observed at various points in this thread, but was also noted on poserfashion.net in 2002 (Poser-5).

The thing is: we do not know yet what the effect exactly is. That means: to what extent do issues in cloth room relate to the mesh structure, and might be catered for by re-topoligising.

So, when a quad-based shirt presents an issue, the question is: does this issue disappear or change when the same shirt in the same animation etc only has a different mesh-topology (in the same Poser Cloth Room).

I'm sure quads behave different in the cloth sims in Poser, Blender, Maya, Max, SimCloth, OptiTex, Marvelous Designer and you name it. But please help us to get around the issues in Poser Cloth Room only.

That is: does retopoligizing really helps against breaking polyes and wild vertices in lengthy animations in Poser Cloth Room. And which one, and why, and to what extent.

- - - - - 

Usually I'm wrong. But to be effective and efficient, I don't need to be correct or accurate.

visit www.aRtBeeWeb.nl (works) or Missing Manuals (tutorials & reviews) - both need an update though