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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 13 11:02 am)



Subject: The "Isn't Dynamic Cloth Brilliant" thread


RobynsVeil ( ) posted Sun, 12 June 2011 at 4:20 PM · edited Wed, 13 November 2024 at 5:45 PM

First, some simple instructions: here are the steps I take in setting up a dynamic cloth to fit a figure. When starting with dynamic cloth, you want to start easy.

Make sure that the cloth does not intersect with the figure anywhere. This is not a hard-and-fast rule, but if your sim crashes or the cloth starts looking weird, it's the first place to look: for poke-throughs.

Loading your figure: you will want to pose her in either the default zeroed pose using the joint editor, or using whatever the cloth maker provided for zero-pose in frame 1. That's the slider thingie at the bottom of your workarea (typically). Check that your figure isn't translated anywhere from 0, both for body and for hip. Also, to start with, all morphs need to be set to zero, including custom morphs. You can do that easily with:
Menu: Edit -> restore -> Figure
(thanks for that, Laurie 😄). Those morphs do come back, including expressions, in the final frame.
Posing: let's say we use the default 30 frames. Go to frame 30 and make it a key frame (click on the little + next to the church-key-looking thingie). Pose your figure, including all your morphs and expressions.

Move your slider back to frame 1, watrching all your morphs and pose fade away. In frame 1, load the cloth to be clothified on your zeroed figure. Dynamic cloth is generally stored in the Props folder, with rare exceptions. Have a spin-look around your figure at the cloth-prop: there should be no poke-through anywhere. Make sure it is parented to the figure.

In the Cloth room, set up a new sim. Click on New Simulation...

    1. Cloth Simulations: 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 click Ok.
    1. Cloth Objects: click on Clothify... oftentimes your item will be selected. If not, you'll have to search for it under Props, for the most part. Click Clothify. Click on the Colide Against... button: click on the Add/Remove button and select your figure, the one wearing the outfit. The next values are suggestions: they work for me as a starting point. I set collision Offset to 0.25 and Collision Depth to 0.2.  Please keep in mind you may want to adjust those values up or down, usually up, of the pose is a bit demanding on the cloth. Tick "Ignore head, hand and feet collisions if the cloth has no chance of intersecting with those body bits, and click okay.
    1. Dynamics Controls: Click Calculate Simulation.

If you have more than one item, you want to do this for each item.

If the gurus see something I've missed, please point it out to me. These steps are what i take, but I may be labouring under a misconception about the workings, so please do let me know.

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


RobynsVeil ( ) posted Sun, 12 June 2011 at 4:57 PM

When I started getting into dynamic cloth, I came to the realisation that my whole investment - which was substantial - in conforming cloth was going to be wasted. This was a bleak thought.

However, all is not lost.

What follows are not instructions, but really more what I've trtied to get conforming stuff working as dynamic, with a HUGE improvement on how it all looks. I know this is going to sound a bit biased, but there is no way a conforming item can look anywhere as good - not even close! - to a dynamic item, particularly in those demanding poses, like sitting.

Unfortunately, there is just no way that certain conforming items can be made to behave like dynamic cloth, which I attribute to mesh design and probably mesh density. Conforming cloth can be spartan with poly-count: the developer knows exactly what it can and can't do and how much mesh is needed to make it look reasonably decent. Well, for conforming cloth, anyway. :biggrin: However, other items can be taken into the cloth room with really quite satifactory results: these include not only the cloth item draping naturally in the target pose, but also attaining figure morphs more precisely that with dials. Wasn't I just gobsmacked when I realised that: no more dial-spins (and morph-brush cleanup). Well, the latter isn't totally true: you will still find yourself using the morph-brush on occasion.

Anyway, let's go exploring, shall we? First, I'd have to get sort-of permission from those-that-decide (like: moderators) whether or not I can publish stuff-I-do to a known MP item. Not going any further until I have some sort of yeah-or-nay on that.

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 Sun, 12 June 2011 at 5:06 PM

Your first misconception is that everyone will be loading a female figure. Your second and more catastropic error is telling people that they must "Zero" the figure.

I was just helping someone yesterday with a pair of dynamic pants for M4 freebies from PoserClub Japan that require a starting pose that is most definitely not Zero and that unchecking the box marked "Start from Zero Pose" was required. Also, clothing created in Virtual Fashion for Poser had it's own Non-Zero starting pose and most clothing made in that program will also require a non-zero starting position.

Finally, when setting up the simulation, you'll get more realistic looking draping if you allow at least 10 frames of draping before the actual simulation starts so that gravity can pull down the cloth in areas that you don't want to see floating.


RobynsVeil ( ) posted Sun, 12 June 2011 at 5:12 PM

I was using a female figure as an example. You can use whichever figure suits you. It wasn't a misconception: it was a for-instance. Thanks for the critique, anyway, if a bit misguided.

Also, you weren't reading very carefully, Steve:

"Loading your figure: you will want to pose her in either the default zeroed pose using the joint editor, or using whatever the cloth maker provided for zero-pose in frame 1."

IOW, starting at frame 1 in your target pose is not going to give satisfactory results, is it?

Anyone else? Oh, and can I use a MP item for these explorations?

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


RobynsVeil ( ) posted Sun, 12 June 2011 at 5:24 PM

A caveat (something I should have said before, for the benefit of the SteveJaxes of this forum):

I am not an authority on dynamic cloth, so please don't attack what I write. If I were an authority, then there would be the potential for catastrophic errors. This is an exploration, and is open to modifications and corrections and whatever suits. I'm hoping to explore dynamic cloth and demystify the process (as it was done for me) as well as look at ways to use existing cloth-mesh such as conforming stuff.

And, hopefully, look at eventually making cloth from scratch.

Again, I'm sharing my experiences, not dictating a process. That process worked for me, over a range of different cloth items, including converted conforming-mesh. Your experience may be different.

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 Sun, 12 June 2011 at 6:14 PM · edited Sun, 12 June 2011 at 6:15 PM

No attack was made. I would have thought the smilies made that clear. I did miss the part about the vendor supplied nonzero pose, as you apparently missed the smilies.


patorak3d ( ) posted Sun, 12 June 2011 at 6:33 PM

Where do you get the smilies?

 

 


nruddock ( ) posted Sun, 12 June 2011 at 6:59 PM

Attached Link: http://www.renderosity.com/mod/forumpro/emoticons.php

> Quote - Where do you get the smilies?

There's a link just above the reply box.
If for some reason you don't have it, see attached link.


SteveJax ( ) posted Sun, 12 June 2011 at 7:03 PM

file_469801.jpg

Click the link above the reply box.


patorak3d ( ) posted Sun, 12 June 2011 at 7:03 PM

Damn!  Mozilla firefox won't let me copy and paste 'em.

 

 


moriador ( ) posted Sun, 12 June 2011 at 7:42 PM

Great instructions, Robynsveil. The brevity is refreshing. It makes it all so much less intimidating. It's nice to see that you don't need a long tutorial to get started. Just a couple of paragraphs. :)

You could probably use some regular Poser content as examples, though, to be sure, I haven't really looked to see whether any of it is the sort of item that would really show off the advantages of dynamic clothing.

One thing... most simulations on my machine are pretty fast, but some are quite slow. I have read that changing the display to lined instead of texture shaded will speed up the simulation. I haven't tried it, though.


PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.


SteveJax ( ) posted Sun, 12 June 2011 at 8:09 PM · edited Sun, 12 June 2011 at 8:09 PM

Quote - Damn!  Mozilla firefox won't let me copy and paste 'em.

 

It will let you drag and drop them though.


Acadia ( ) posted Sun, 12 June 2011 at 9:19 PM · edited Sun, 12 June 2011 at 9:20 PM

I love dynamic clothing!!  Here is the result of my very first try! Not stellar!!! LOL  But I did learn a lot from the experience, including how to adjust the weight of the fabric to prevent the clothing from falling down.

 

http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2444425

EDIT:  Ooops! I lied! I just read the thread again and realized it was my first problem with dynamic cloth, not my first attempt.  I did post one about that experience, but I guess I didn't book mark it. Probably too embarrassed!  hehe

"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



moriador ( ) posted Sun, 12 June 2011 at 9:49 PM

file_469810.jpg

My very first attempt, and also a conversion. Far from perfect. But I was flabbergasted that the tutorial worked exactly as expected. And no balloon shoulders on Mike. :)


PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.


LaurieA ( ) posted Sun, 12 June 2011 at 10:10 PM

I think that looks great moriador :).

Laurie



RobynsVeil ( ) posted Sun, 12 June 2011 at 10:11 PM · edited Sun, 12 June 2011 at 10:12 PM

So, playing around with my massive (well, by my standards) conforming clothing collection, this is what I do to turn it into dynamic. To be honest, I can't remembr what exactly I did the first time to this evening gown called "Wow" to get it to work so easily, because this time there seemed to be more steps involved.

Tools: PP2010 (any version that exports and imports obj files will do), Blender 2.57a (any programme that allows you to save polygon material groups will do - I just sort-of know Blender, so that's what I ended up using).

Synopsis (is that the word I want? - maybe I meant "summary"):
--export dress as obj (welded seams)
--import into Blender
--join regions, remove doubles (confirms the welds)
--highlight edge polygons and create new material region(s) for contrained groups
--save as .blend, export as .obj
--import into Poser, parent to Katie's hip (or Michael's, if he'd like to try it on 😄)
--so sim as above, setting new material groups as constrained groups

So far, I haven't really breached any obscure rule about using or abusing a MP item... I'll continue with illustrations to flesh this summary out a bit, if that's okay.

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


moriador ( ) posted Sun, 12 June 2011 at 10:38 PM

Oh, hey, thanks, Laurie. :)

If I keep reading your threads/replies, I'll be tempted to try modelling some myself, rather than just converting them. You make it seem so easy, but I know it can't be because I've tried a lot of freebies in the last week, and the difference in quality among them suggests that there is an awful lot of real skill involved.

But just using dynamic cloth -- much easier than I had been led to believe.


PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.


RobynsVeil ( ) posted Sun, 12 June 2011 at 11:06 PM

Quote - My very first attempt, and also a conversion. Far from perfect. But I was flabbergasted that the tutorial worked exactly as expected. And no balloon shoulders on Mike. :)

That does look pretty awesome, Moriador... looks like it was made for simming! Mind you, I've nowhere the amount of experience Laurie or any of the others do, so I can't really see the defects you do... I see (as you said) shoulders that look absolutely normal: we just did away with hours of jcm work with a simple sim.

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


moriador ( ) posted Sun, 12 June 2011 at 11:21 PM

Quote - I see (as you said) shoulders that look absolutely normal: we just did away with hours of jcm work with a simple sim.

Indeed. I hated the shoulders on M3 and M4 until Corvas created his morphs. Then I could render Mike in sleevless tops, topless, nude, or in bulky armor. But the regular shirts just looked terrible. So he still rarely got used. Likewise, I hardly ever rendered Vicki in a dress, especially not a long one, and certainly not if she was sitting. No wonder she has so much skimpy clothing -- it's the only way she can take a load off her tired feet.


PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.


RobynsVeil ( ) posted Sun, 12 June 2011 at 11:32 PM

Quote - > Quote - I see (as you said) shoulders that look absolutely normal: we just did away with hours of jcm work with a simple sim.

Indeed. I hated the shoulders on M3 and M4 until Corvas created his morphs. Then I could render Mike in sleeveless tops, topless, nude, or in bulky armor. But the regular shirts just looked terrible. So he still rarely got used. Likewise, I hardly ever rendered Vicki in a dress, especially not a long one, and certainly not if she was sitting. No wonder she has so much skimpy clothing -- it's the only way she can take a load off her tired feet.

Exactly right, Moriador! Ya gotta feel for the poor girl, particularly in the winter. Here is where I really want to do a lot of playing: skirts and sitting. Just finishing a render on a dress... the lighting isn't the best, which makes issues look a little less obvious. OOps, forgot to collide with the floor :blink: - oh well, you'll get the idea! :woot:

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


RobynsVeil ( ) posted Sun, 12 June 2011 at 11:46 PM · edited Sun, 12 June 2011 at 11:48 PM

Just having a play with that Wow dress: in a standing pose, it looks pretty decent:

wow

Sitting, however, is another matter:

whoa

Not terrible, but it might need nore mesh. Maybe. Suggestions? And yeah, I know, the dress went through the floor. I'm just re-simming - having added the floor.

The question remains: is this okay to do? Moderators? Please? Pretty please? 😄

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


Latexluv ( ) posted Mon, 13 June 2011 at 1:51 AM

file_469818.jpg

This one goes out to LaurieA for inspiring me to push past my hesitance and actually try to do an image with a dynamic cloth prop. I plan to post larger size of this image at Deviant Art as a print.  Thanks Laurie!

The dress is by BionicRooster. BB's shaders.

"A lonely climber walks a tightrope to where dreams are born and never die!" - Billy Thorpe, song: Edge of Madness, album: East of Eden's Gate

Weapons of choice:

Poser Pro 2012, SR2, Paintshop Pro 8

 

 


RobynsVeil ( ) posted Mon, 13 June 2011 at 2:09 AM

Beautifully composed image, LL. Lots of attention to detail. 😄

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


Latexluv ( ) posted Mon, 13 June 2011 at 2:22 AM · edited Mon, 13 June 2011 at 2:25 AM

Thanks! I know that I wasn't very adventurous on the pose there because frankly I wasn't even sure I was going to get it to work. The idea of dynamic clothes has always really intimidated me. Once the animation ended and I saw it had worked, I then put everything else around her in a hurry. I had to fix something after my first render and I reloaded the image and found my girl and the dress in default position and I nearly flipped out until I found out that I could go back into the Cloth room and put the animation back on frame 30. Is this the way that Poser saves a render with a cloth sim in it, or did something go wrong when I saved it???

"A lonely climber walks a tightrope to where dreams are born and never die!" - Billy Thorpe, song: Edge of Madness, album: East of Eden's Gate

Weapons of choice:

Poser Pro 2012, SR2, Paintshop Pro 8

 

 


RobynsVeil ( ) posted Mon, 13 June 2011 at 4:32 AM

Seems that's the way a scene (sim and all) are saved in a PZ3: when you first open it, everything is at frame 1.

I found out something exciting (to me... yep, I need a life): I'd saved this Wow dress (with all the import-obj-set-constrained-group-sim-settings mix) as a smart prop in my props folder, and wow (pun intended :biggrin:), when I loaded the dress in another scene, all my sim settings were there. How cool is that!

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


ShaaraMuse3D ( ) posted Mon, 13 June 2011 at 7:10 AM · edited Mon, 13 June 2011 at 7:10 AM

Perfect tutorial RobynsVeil. :)

Like SteveJax said there are of course exceptions. But that's best left to the individual clothing, information that should be in the readme file. If the maker has found a certain collision offset to work best, it's good to mention that.  Some clothes require a different starting pose, others may need some draping frames before the simulation. At other times some scaling or adjustments in the starting frames are needed for certain effects too.

I also found that sometimes you want to change simulation values and other things, if the character moves into a different pose. Or you just need more frames, like for a figure that moves down to lay down on the ground. 

I think your sitting pose looks fine. It looks as good as it gets for me. The weird folds at her waist is the very topic of another thread here. 

If you are animating, they are hard to deal with, but for still images, I can often get rid of them by running the smoothing tool over them. 

Btw, really nice conversion. I have done quite a few conversions of conforming clothes too, with varying degrees of success, lol!


ice-boy ( ) posted Mon, 13 June 2011 at 8:31 AM

i am happy when new users and old poser users start using dynamic cloth. i am also happy when poser users use blender to make dynamic cloth.


LaurieA ( ) posted Mon, 13 June 2011 at 8:56 AM · edited Mon, 13 June 2011 at 8:58 AM

Wow Liz that looks awesome!

I'm happy too whenever anyone uses dynamic clothing. It has a look that you just can't get with conforming. And you can never get the drapes and folds with conformers that you get with it. It's about time it starts to catch on. It's nice to see someone who was shy about using it (as I was for the longest time) see just how nice it can look and that it's not nearly as difficult as they imagined.

I also feel that the more of us that make dynamic clothes, whether commercial or free, are doing our part to get it out there and get it more and more in use. It's also just not that difficult to make if you model at all and you can avoid all the rigging and everything that goes with that. I hope that someday everyone will be using dynamic clothes and that the only confomers we'll see are shoes...lol.

Laurie



ssgbryan ( ) posted Mon, 13 June 2011 at 2:43 PM

Thanks for this nifty walk-through.  I have one quick question.  In your first post, the numbering goes 1, 2, 4,

Is three missing or is it:  3. Proft!!

Thanks again for your investigations.

 



RobynsVeil ( ) posted Mon, 13 June 2011 at 5:03 PM · edited Mon, 13 June 2011 at 5:05 PM

Quote - Wow Liz that looks awesome! I'm happy too whenever anyone uses dynamic clothing. It has a look that you just can't get with conforming. And you can never get the drapes and folds with conformers that you get with it. It's about time it starts to catch on. It's nice to see someone who was shy about using it (as I was for the longest time) see just how nice it can look and that it's not nearly as difficult as they imagined.

I also feel that the more of us that make dynamic clothes, whether commercial or free, are doing our part to get it out there and get it more and more in use. It's also just not that difficult to make if you model at all and you can avoid all the rigging and everything that goes with that. I hope that someday everyone will be using dynamic clothes and that the only confomers we'll see are shoes...lol.

Laurie

I agree most emphatically, Laurie!

I seriously doubt that even the original developer of this dress could have envisioned this pose and this look:

Well, okay

Click on the image of the large version so you can see the tummy a bit better. What I ended up doing was adding a few edge-loops in the abdominal region, which allowed for smoother, more natural crinkling. This is a fairly high-poly dress anyway, so it only went from 1438kb (15322 faces) to 1578 kb (16739 faces).

I do love Blender. The button to click in Blender 2.57x is under Mesh Tools: Loop Cut and Slide. I Loop Cut, but didn't slide.

So, this odd little image (lots and lots to learn about lighting and all that, still!) shows just how incredibly versatile dynamic cloth is, even though the cloth started life as a conforming cloth item.

BTW, no one has said anything about whether I've breached any MP rules in showing this item in another state than its intended original purpose.

Breached MP rules
[  ] Yes
[  ] No

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


RobynsVeil ( ) posted Mon, 13 June 2011 at 5:11 PM

Quote - Thanks for this nifty walk-through.  I have one quick question.  In your first post, the numbering goes 1, 2, 4, Is three missing or is it:  3. Proft!!

Thanks again for your investigations.

You're quite welcome - I hope my enthusiasm for this is infectious: I'd like to see a shift in the marketplace to this sort of item becoming more prominent!

When you go into the cloth room, you'll see the different dialogues numbered:

  1. Cloth Simulations
  2. Cloth Objects
  3. Cloth groups
  4. Dynamic Controls

For the most part, you'll probably end up leaving the 3rd region alone at first, although I'm sure that the default settings are probably not ideal for most cloth, so I'll be revising this statement, eventually. I've also found that cleverly made smart-prop items will have saved settings (and I figured out how THAT is done! :woot:) so you won't need to touch them for that reason, at least, not initially.

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


Latexluv ( ) posted Mon, 13 June 2011 at 8:27 PM

Quote - Wow Liz that looks awesome!

I'm happy too whenever anyone uses dynamic clothing. It has a look that you just can't get with conforming. And you can never get the drapes and folds with conformers that you get with it. It's about time it starts to catch on. It's nice to see someone who was shy about using it (as I was for the longest time) see just how nice it can look and that it's not nearly as difficult as they imagined.

I also feel that the more of us that make dynamic clothes, whether commercial or free, are doing our part to get it out there and get it more and more in use. It's also just not that difficult to make if you model at all and you can avoid all the rigging and everything that goes with that. I hope that someday everyone will be using dynamic clothes and that the only confomers we'll see are shoes...lol.

Laurie

 

Thanks again though for the encouragement on at least making an attempt at dynamic cloth. Also the power of my current laptop may have also been a factor in attempting this. I'm afraid that the last two laptops I've had over the last 6 years might have made the attempt at the dynamic animations even more frustrating because of the wait for the animation. This laptop did the animation in only a few minutes. Mind you, I was timid and chose a pose that wasn't that much of a challenge to get to from default position. I'm not sure tho how much further into this world I'll go because what I saw, the majority of dynamic peices are dresses and I'm a fetish clothes kinda girl. I'm guess that I'm weird in that I don't like dresses and haven't worn one since I was 13. My Poser girls almost never go in a skirt. But the more people who get interested in dynamic cloth the more chance that different types of attire may get the dynamic treatment.

"A lonely climber walks a tightrope to where dreams are born and never die!" - Billy Thorpe, song: Edge of Madness, album: East of Eden's Gate

Weapons of choice:

Poser Pro 2012, SR2, Paintshop Pro 8

 

 


RobynsVeil ( ) posted Mon, 13 June 2011 at 9:40 PM

Okay, since I haven't heard from anyone, going on to another outfit. I'll let you guess the name - comes in two part, skirt and corset. I initially though to leave the corset alone (tight-fitting) but I've grown lazy about dialing morphs, so i thought: why don't you morph the boobs so they look like they've been squashed in the confines of a corset, then let dynamics do the rest?" I know, sounds a bit weird, but hey, why not? right?

So, this time, I've give more of a blow-by-blow of what I'm doing. First, i loaded the corset the conventional way... but did not conform it. On the default V4 in zeroed position and zeroed morphs (sorry Steve, still playing with girl dolls, here 😄) the item loads with no poke-through anywhere. Ideal. Exported as Wavefront obj (single frame) with only the corset ticked - unticked everything else, including GROUND... you can do that quickly by just ticking the Universe box - and in Export Options, tick on:
[x]Weld body part seams
and
[x]Include body part names in polygon groups

If anyone can tell me if that's correct or if I'm missing something, I'd really be in your debt.

Saved it as corset.obj

In Blender, the names didn't carry over, in a sense - the two parts of the obj are called Mesh and Mesh.001. When you click on one or the other of the parts, you'll see the poser names under Object Data - little upside-down triangle). And all the material zone names have been preserved under Material (circle that looks like the nuclear material warning). Cool.

Just going to export this as Corset1.obj and see how it sims.

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


RobynsVeil ( ) posted Mon, 13 June 2011 at 9:44 PM · edited Mon, 13 June 2011 at 9:44 PM

Discovery time:

-- decoration mesh - like grommets and laces and buttons and bows - wreak havoc in the sim. So, anything that has those: think twice before trying to make into something dynamic. (That's actually a lot of conforming cloth, really :blink:)

-- conforming cloth is often-times - way too often - made in separate pieces with no adjoining/joinable verts. So, the bloody thing will fall apart in a sim. Dang! :cursing:

...back to KISS...

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


moriador ( ) posted Mon, 13 June 2011 at 10:01 PM

Quote - Discovery time:

-- decoration mesh - like grommets and laces and buttons and bows - wreak havoc in the sim. So, anything that has those: think twice before trying to make into something dynamic. (That's actually a lot of conforming cloth, really :blink:)

-- conforming cloth is often-times - way too often - made in separate pieces with no adjoining/joinable verts. So, the bloody thing will fall apart in a sim. Dang! :cursing:

...back to KISS...

Yeah, I tried a few pieces like that and watched the sleeves and collars fall off. I think I read somewhere that if you assign a thin strip around the seams (wherever the stuff falls apart) to either the constrained group or the soft decorated group (I can't remember which), then they will actually stick together. I tried it and it did work, though the piece I was working on had other issues that made me give up eventually.

I'm liking your sims, too. Some nice renders in this thread.


PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.


moriador ( ) posted Mon, 13 June 2011 at 10:11 PM

file_469853.jpg

Grappo's angel dress. I used the one piece prop. This clothing is a thing of beauty.

Some of the specular on the dress was added in post, so I didn't notice when rendering that a couple of the folds around the waist could have used a bit more smoothing. Still, no conforming dress would drape like that.

I'd work on the sim a couple of more times (because it's so much fun just to watch) except that the pose breaks Vicki's elbow and it's a pain to fix in post.


PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.


LaurieA ( ) posted Mon, 13 June 2011 at 10:27 PM · edited Mon, 13 June 2011 at 10:29 PM

file_469854.jpg

I have nothing to offer atm other than things you've probably already seen ;). Anyways...

The dress is in my ShareCG freebies for the free Angela figure if anyone wants to give it a whirl ;).

Laurie



Hana-Hanabi ( ) posted Mon, 13 June 2011 at 11:00 PM

Just a little note about converting conforming to dynamic: in addition to what's already been discovered, you may notice that your newly converted fabric might have a tendency to drape in an odd fashion. This is due to the shape and distribution of the polygons. Most conforming clothes use square polygons. The best dynamic clothes use triangles set into a psudeo-random formation.

花 | 美 | 花美 | 花火 
...It's a pun. 


SteveJax ( ) posted Mon, 13 June 2011 at 11:37 PM · edited Mon, 13 June 2011 at 11:39 PM

Quote -  

So, this time, I've give more of a blow-by-blow of what I'm doing. First, i loaded the corset the conventional way... but did not conform it. On the default V4 in zeroed position and zeroed morphs (sorry Steve, still playing with girl dolls, here 😄) the item loads with no poke-through anywhere. Ideal. Exported as Wavefront obj (single frame) with only the corset ticked - unticked everything else, including GROUND... you can do that quickly by just ticking the Universe box - and in Export Options, tick on:
[x]Weld body part seams
and
[x]Include body part names in polygon groups

No need to appologize for your choice of figure, I use both genders. You also don't need to export OBJ's with body part names unless you plan on keeping the OBJ Conforming Compatible. I would suggest keeping Group names included however since many material zones go by group names and it's convenient to keep those groups for such things as soft decorated, rigid decorated and constrained grouping. IE: A Belt on pants is perfect for constrained groups because it holds the pants up! Button groups make good soft/rigid decorated groups.


RobynsVeil ( ) posted Tue, 14 June 2011 at 1:43 AM · edited Tue, 14 June 2011 at 1:47 AM

Thanks for that, Steve! Good points - will follow suit.

Draping has been a catch-if-you-can thing -- some stuff seems to drape brilliantly well, and other items less so. I'll have a look at the underlying mesh to see if there's a pattern, and thanks, Hana-Hanabi. 😄

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


ShawnDriscoll ( ) posted Tue, 14 June 2011 at 1:59 AM

RobynsVeil,

Thanks for started this thread.  I'm always interested in seeing how others work with Dynamic Cloth.

www.youtube.com/user/ShawnDriscollCG


ShaaraMuse3D ( ) posted Tue, 14 June 2011 at 2:25 AM

I like the way you used the dress, Moriador. :)  The weird drapes around the waist is a known issue, and topic for a whole other thread here, heh.

Laurie, yet another great looking dress. I love your sense of detail. 

RobynsVeil, I might have to give Blender another shot. I use Wings because I find it very fast and intuitive. But now that Blender has been given an overhaul, it may be quite useful for some features and operations that Wings doesn't have. I didn't like Blender because I found the interface confusing.


RobynsVeil ( ) posted Tue, 14 June 2011 at 2:31 AM

Quote - I have nothing to offer atm other than things you've probably already seen ;). Anyways... The dress is in my ShareCG freebies for the free Angela figure if anyone wants to give it a whirl ;).

Laurie

Well, there's your enthusiasm - that counts for heaps! And your freebie contributions... geez, you're at the top, Laurie. Hard to beat perfection! 😄

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


RobynsVeil ( ) posted Tue, 14 June 2011 at 2:40 AM

Grappo, tbh, there are some conceptual issues in Blender yet to be ironed out. the biggest being: the ability to do cuts, full-stop. Blender will eventually support NGons - not that we use them, but for doing cuts, they are essential! - and when BMesh is finally incorporated, Blender will finally find its place with Wings, et al.

In the meantime, cuts are a bit of a kludge. Stay with Wings. 😄

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


Hana-Hanabi ( ) posted Tue, 14 June 2011 at 9:02 AM

No problem. ^_^

Most of my info is picked up from forum lurking and trial-and-error over the years. I've been more of a fan of dynamic cloth than conforming for years, and there's been a pretty big surfeit of knowledge on the subject for a while now, when you think about how useful and powerful DC is.

BagginsBill did some poly-shape/distribution tests for dynamic cloth (sometime in ths past year, I think. Right around when PoseLux was starting, maybe? Don't trust my memory, though. It's pretty awful!) which were very informative, if you can dig the thread up.

 

Also, a Protip*, learned from one of my many mista....err, experiments: You do not HAVE to parent your clothing object. However, if you have more than one FIGURE in the scene and do not parent your clothing object while using Constrained or Coordinated groups, those groups may follow a different Figure than the one you want them to follow.

More tips:

When doing your sim in Poser, it is best to do it with a minimum of mesh in the scene, i.e. only the things the cloth will collide with.

Collision Depth and Offset can get rid of the "floaty shoulders" look, but it can also lead to pokethrough. I once read that these numbers should always be the same, but I have not personally tested differing Depth and Offset, so I can provide no input there. (Protip*: Smaller numbers means the fabric will sit closer to whatever it collides with.)

Cloth Sim works best with one-sided polys. (Protip*: If you can see the inside of your clothes that you're converting, it's two-sided.)

 

 

*"Protip" refers to things that were massive epiphanies to me in my Journey of Knowledge, not any sort of supposition that I am an expert at anything. Yeah, my life is kind of "I'm looking for a forest, looking for a forest, looking for a fore--OUCH! a tree!"

花 | 美 | 花美 | 花火 
...It's a pun. 


ShaaraMuse3D ( ) posted Tue, 14 June 2011 at 9:24 AM · edited Tue, 14 June 2011 at 9:24 AM

Parenting the cloth can be really useful if you want the cloth to be tighter or looser in the final frame. If you have a tight clothing, and your figure is a bit thinner, with a parented cloth you can scale the figure in the starting pose, and it will get a chance to stretch a little, even with a thinner figure. Works like a charm for me. The opposite can work too.

With some clothing, I actually get prettier drapes with quads than with triangles, despite what other testing results say. It depends on the item, so I just go with what I think looks best for each thing. :)

Also, how the polys are modeled are also important. It's important to shape polys so the fit the angle of collars, seams and things like that, which will result in much nicer drapes. Also certain areas should have enough polys, like knees, breasts etc. I find that those things are often more important than whether quads or triangles are used.


RobynsVeil ( ) posted Tue, 14 June 2011 at 4:50 PM

Quote - Grappo's angel dress. I used the one piece prop. This clothing is a thing of beauty.

Some of the specular on the dress was added in post, so I didn't notice when rendering that a couple of the folds around the waist could have used a bit more smoothing. Still, no conforming dress would drape like that.

I'd work on the sim a couple of more times (because it's so much fun just to watch) except that the pose breaks Vicki's elbow and it's a pain to fix in post.

Wow, Moriador, talk about putting dynamics to the test. That is spectacular! And yeah, that is part of the entertaining side of dynamics: watching it happen... even when it sort-of falls apart, it's amazing to watch.

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


RobynsVeil ( ) posted Tue, 14 June 2011 at 4:51 PM

Quote - RobynsVeil, Thanks for started this thread.  I'm always interested in seeing how others work with Dynamic Cloth.

I'm impressed how many people do use dynamics. I'm elated to see this!

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


RobynsVeil ( ) posted Tue, 14 June 2011 at 5:10 PM · edited Tue, 14 June 2011 at 5:11 PM

Thank you for the tips, Hana-Hanabi and Grappo. Going into my little Black Dynamics Book. 😄

Did a bit more experimenting with that corset (see above) and decided the work wasn't worth it, and made my own. Oh, nothing of the calibre of that corset, but it seems to sort-of work, somewhat:

Corset

One thing became really clear: mesh type and edge-loop design and all that thinking-ahead stuff - which I'm clueless at - is crucial. Good job I did incremental saves so i can go back and rethink how I want the mesh to look.

BTW, the shorts were originally conforming (by OOT): me being dial-spin challenged, I could never get them to fit right. So, out to Blender, added a waistband material (for constraining), had to weld the centre of the pants together, since they split apart during the sim, and then, the easy bit.. imported, textured and simmed. What a perfect fit! :biggrin:

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


estherau ( ) posted Tue, 14 June 2011 at 10:08 PM

do you all know the hybrid trick where you just clothify a part of the conforming clothing like the hip.

Love esther

MY ONLINE COMIC IS NOW LIVE

I aim to update it about once a month.  Oh, and it's free!


estherau ( ) posted Tue, 14 June 2011 at 10:09 PM

RobynsVeil you are probably only one step away from becoming a modeller.

Love esther

MY ONLINE COMIC IS NOW LIVE

I aim to update it about once a month.  Oh, and it's free!


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