RobynsVeil opened this issue on Jun 12, 2011 · 269 posts
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.