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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 14 4:48 pm)



Subject: Dynamic Cloth - basic questions


wrestling_pi ( ) posted Fri, 03 June 2011 at 11:50 AM · edited Sat, 09 November 2024 at 6:09 AM

Ok, I think I want to jump into this again, just some basic questions.  The dynamic bikini thread got me thinking.

I'm doing something with a free item dynamic shorts,
Wonder Shorts (Basic) for V4 Elite, and other V4 creations, but could you also use the regular Victoria 4 basic clothing, or should it be a dynamic item?

Now - in regular poser terms, do I conform this or parent it in any way before heading to the cloth room?

As I can tell, I need to give the simulation about 30 frames to correctly set itself.  So at frame 1, do I have the character posed standing, then at say pose 20 have them in the final pose I want, leaving 10 or so extra frames for the sim to better place the cloth?

Since i've never gotten there, what happens when the simulation is done? Can I just go and render frame 30 for my final image?

 

Thanks for any help!


PhilC ( ) posted Fri, 03 June 2011 at 12:58 PM

In outline, yes your workflow is correct.

Some tips:-

Make sure that you are starting at a fully zero pose. Not all figures arrive in the scene fully zeroed although some are pretty close which can cause confusion. Best to turn IK's off prior to zeroing a figure.

Yes generally parenting the cloth to the hip is a good idea. In this way should you wish to reposition the figure to another part of the scene the cloth and its simulation will move with it.

You'll see an option to "drape", this effectively does the same thing you are doing but you do not have access to the drape frames just the end result. I tend not to use it.

For a more complicated pose you may want to do it in two stages.

Hope this helps.


Plutom ( ) posted Fri, 03 June 2011 at 1:07 PM

No do not conform:  In frame one, zero you figure and position the shorts so that there are no poke throughs (front, sides, and back).  You may have to make the body skinny.

In frame 30, make your curvacious cutie, don't worry about the shorts, they taint going to fit YET.

Now enter the cloth room a start a new sim, set start frame to one and end frame to 30.  Under additional cloth collision options check object polygon against cloth polygon (why, because that option usually works), set drape frames to 10

Clothify, that be your shorts, collide against:  any part of the V whatever body you think will collide with your shorts in frame 30.

Click on calculate simulation and go get a soda or a cup of cnoffee depending on what time of day.

That should work, if it doesn't we will go from there.  Jan

That be the basic, we can get fancy later.


Plutom ( ) posted Fri, 03 June 2011 at 1:11 PM

Darn the cross posting, yepper it be important to uncheck 1K or you get the foot stuck in the mouth or the feet wrung out like your grandmother did in wringing out water from clothes. 

There is a difference between conforming and parenting.  Parenting is a good thing as Phil pointed out.


RobynsVeil ( ) posted Fri, 03 June 2011 at 4:53 PM

To add to PhilC's sage advice, you want to start with your figure not only at zero pose, but also zero morphs. This is part of the magic of dynamics - the bit I'm incredibly impressed with - is that by frame 30, all your morphs will have come back and the cloth will have followed, with a perfect fit. The clothing item needs to fit completely with no breakthrough/pokethrough anywhere at zero pose/zero morph: this is crucial. Check 'round the back too, just to be sure.

I always let my sims run at least 30 frames. Think 30 frames/second (like in the movies) - can you go from the zero pose to the pose your figure is going to end up in in one second?

The following approach works for me as a starting point for doing dynamics:

--Have your figure in a standing sort of pose, for a dress, for example. That way, the dress only collides with the figure without a lot of bending and stretching.

--Make sure that the cloth does not intersect with the figure anywhere.

--Load your figure (say, V4) and pose her in either the default zeroed pose using the joint editor, or using whatever the cloth maker provided for zero-pose. Zero all morphs as well if you have an morphs dialed in.

--Check that your figure isn't translated anywhere from 0.

Let's say we use the default 30 frames. Go to frame 30 and make it a key frame. Pose your figure.

  • In frame 1, load the cloth to be clothified on your zeroed figure. There should be no poke-through anywhere.
  • In Cloth room, set up a new sim. Click on New Simulation...
  • For Simulation Name I tend to call it by what I'm clothifying: short version. The only other change I make in this dialogue is to tick the Cloth self-collision tickbox... and Ok.
  • Cloth Objects, click on Clothify... oftentimes your item will already be selected. Otherwise, you'll need to find it. Remember, it's a prop, not a figure. Click Clothify.
  • Colide Against: click on the Add/Remove button and select your (V4) figure. Set collision Offset to 0.25 and Collision Depth to 0.2. These settings have worked an absolute treat for me for the past few days for all sorts of dynamic, hybrid and even conforming cloth that I've clothified, so I share them with you (thank you AGAIN!, KobaltKween!). Please keep in mind your mileage may vary.
    Tick Ignore head, hand and feet collisions (if in the end pose the cloth doesn't have contact with any of these), and click okay.
  • Click Calculate Simulation.

Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2

Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand] 

Metaphor of Chooks


ThunderStone ( ) posted Fri, 03 June 2011 at 5:25 PM

Hey, Robyn! Thanks for the tip... Now I know what I've been doing wrong.... Some of my dynamic clothing has been so f**ked up, I just deleted the whole shebang and restart (or give up for another day) 😉 .

When you zero morphed the figure, are the morphs the ones you inject or are the one that you turn the dials for or the combination of the two?


===========================================================

OS: Windows 11 64-bit
Poser: Poser 11.3 ...... Units: inches or meters depends on mood
Bryce: Bryce Pro 7.1.074
Image Editing: Corel Paintshop Pro
Renderer: Superfly, Firefly

9/11/2001: Never forget...

Smiles are contagious... Pass it on!

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RobynsVeil ( ) posted Fri, 03 June 2011 at 5:30 PM

You'd want to zero the injected and dialed morphs... i.e., all morphs. The cloth prop is going to be designed to fit on a non-morphed V4 more often than not, so if you have poke-through, look for morphs that might be affecting it.

Wish there was a script to zero all morphs - seems there should be... :blink:

Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2

Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand] 

Metaphor of Chooks


LaurieA ( ) posted Fri, 03 June 2011 at 5:55 PM · edited Fri, 03 June 2011 at 6:02 PM

Another tip:

If you have a character that you want to use that's already morphed, load that figure. Set up the frames for your simulation, your pose, etc.

Come back to frame one and reset your figure. That way, she's still zeroed at frame one and your morph at the end of the sim ;). I've done this many times when I've goofed and custom morphed my figure before adding clothing and I didn't want to guess or write down all the dial settings...lol. (File menu Figure: Restore: Figure)

Laurie



LaurieA ( ) posted Fri, 03 June 2011 at 5:58 PM · edited Fri, 03 June 2011 at 6:00 PM

Quote - You'd want to zero the injected and dialed morphs... i.e., all morphs. The cloth prop is going to be designed to fit on a non-morphed V4 more often than not, so if you have poke-through, look for morphs that might be affecting it.

Wish there was a script to zero all morphs - seems there should be... :blink:

You can do it thru the menu with "Figure: Restore: Figure". It removes all the morphs AND poses. It will basically set the figure back to what it is when it loads.

Laurie



SteveJax ( ) posted Fri, 03 June 2011 at 6:20 PM

file_469492.jpg

Here's an old example of dynamic clothing following full body morphs. The figure is Poser 6 James.


LaurieA ( ) posted Fri, 03 June 2011 at 6:47 PM

Attached Link: http://www.renderosity.com/mod/gallery/media/folder_221/display_2202818.jpg

well, if we're sharing....

This figure is heavily morphed from the original, especially around the bewbs ;).

Laurie



LaurieA ( ) posted Fri, 03 June 2011 at 7:02 PM · edited Fri, 03 June 2011 at 7:02 PM

Oops, forgot to mention the above figure is Angela (now free on ShareCG) with morphs I purchased for her and the dress is one I made, like SteveJax made his clothing (or at least I think he did). If you're a modeler and you don't rig, dynamics is a boon ;).

Laurie



ThunderStone ( ) posted Fri, 03 June 2011 at 7:25 PM

Laurie, did you do the render in Lux? It looks good!


===========================================================

OS: Windows 11 64-bit
Poser: Poser 11.3 ...... Units: inches or meters depends on mood
Bryce: Bryce Pro 7.1.074
Image Editing: Corel Paintshop Pro
Renderer: Superfly, Firefly

9/11/2001: Never forget...

Smiles are contagious... Pass it on!

Today is the tomorrow you worried about yesterday

 


LaurieA ( ) posted Fri, 03 June 2011 at 7:30 PM

Nope, that one is in Poser...lolol. Image based lighting ;).

Laurie



SteveJax ( ) posted Fri, 03 June 2011 at 9:11 PM

Quote - well, if we're sharing....

This figure is heavily morphed from the original, especially around the bewbs ;).

Laurie

That's gorgeous Laurie! Yeah I made the clothes James is wearing in the old VF for Poser.


Netrunner ( ) posted Sat, 04 June 2011 at 5:26 AM

thanks for all the explanations!

So far I really get good results at trying dynamic clothes.

Allthough I have a problem:

Is there a way to "pin" of "belt" a certain part of the cloth to a body-part? 

Sorry, don't know how to describe that better, just knwo how it is called in C4D.

example: I have "LittleBlackDressV3" witch is shoulder free, but with arms. Whe I have a pose where V3 has her arms hanging down the dress is simulated to slip down over her breasts and then folding over the abdomen.

I am sure someone of u knows how to avoid that. :-)

Greetz, Netrunner


RobynsVeil ( ) posted Sat, 04 June 2011 at 5:32 AM

Yes, it is called "Constrained Group" ... there are some tutes on here that explain how to do it better than I can, but basically you just select a few verts that will act as "constrainers"... I guess... :blink:

Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2

Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand] 

Metaphor of Chooks


SteveJax ( ) posted Sat, 04 June 2011 at 5:36 AM

In the cloth room click on edit constrained group. Then select the top row of vertices on the dress and add them to the constrained group.


Biscuits ( ) posted Sat, 04 June 2011 at 6:45 AM · edited Sat, 04 June 2011 at 6:46 AM

Quote - Sorry, don't know how to describe that better, just knwo how it is called in C4D. example: I have "LittleBlackDressV3" witch is shoulder free, but with arms. Whe I have a pose where V3 has her arms hanging down the dress is simulated to slip down over her breasts and then folding over the abdomen.

If you use c4d, there is a way to save the contrained group for poser.

Loop selection around the chest area (or the area you need pinned), make a selectionset, call it for example contrained, with the riptide plugin, make a grouptag, add the contrainedgroup and export out through the riptide plugin.

In poser clothroom edit contrained group, add group pick your selectionset. Now the gravity will not pull the pinned part down.

Hope this helps:)

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wrestling_pi ( ) posted Sat, 04 June 2011 at 7:39 AM

great tips everyone, I can't thank you enough, these certainly cleared up some of the small misssing holes I was experiencing.


RobynsVeil ( ) posted Sun, 05 June 2011 at 6:50 PM

Quote - > Quote - You'd want to zero the injected and dialed morphs... i.e., all morphs. The cloth prop is going to be designed to fit on a non-morphed V4 more often than not, so if you have poke-through, look for morphs that might be affecting it.

Wish there was a script to zero all morphs - seems there should be... :blink:

You can do it thru the menu with "Figure: Restore: Figure". It removes all the morphs AND poses. It will basically set the figure back to what it is when it loads.

Laurie

Sheesh, I must have seemed really rude - I missed your response somehow, Laurie, and finally, now that everyone's gone off to work and I have a bit of time for all this again (amidst the housework), finally got a chance to try your suggestion. Works a treat! Thanks so much, Laurie... what a huge timesaver.

Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2

Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand] 

Metaphor of Chooks


Render100 ( ) posted Mon, 06 June 2011 at 12:05 PM

Could one, say, sim a dynamic cloth drape to 30 frames, then copy the keyframes and paste them over the ones of frame one, resulting in a dynamic drape in frame 1? I only ask this for animating with dynamic cloth.


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