Forum: Poser - OFFICIAL


Subject: Using clothify for unepected things?

MistyLaraCarrara opened this issue on Jun 03, 2012 ยท 22 posts


shvrdavid posted Mon, 04 June 2012 at 8:46 PM

I have experimented with clothifing all sorts of things. You can do the breasts of a character for example, but you can not use it for gravity easily because there is not a spring return value for cloth. You can get around some of that with the other values for the cloth due to the fact that that part of the mesh is not usually flat. You can use it to simulate collisions, such as a tight fitting corset with the breast bulge above it, leaning against something, etc. If you use extremely small gravity numbers you can also get a decent jiggle system as well. Mesh resolution can present a problem if it is not high enough when clothifying a character for use in an animation.

I have copied morphs from one character to the other in the cloth room. It takes a little bit of work to get it all right thou.

If you are handy with a modeler, you can convert a lot of conforming clothes/hair to dynamic. Blender works well for this because you can easily retain the UVs and edit the mesh at the same time.

Rain can be done as well, but you have to put your thinking cap on and do it in as few simulations as possible. If you did each drop it would take forever to run that many simulations. You only have to simulate the collision parts of it, the falling rain part of it can be done with a plane or a rotating one sided cylinder if it is an animation. Rain hitting the ground can be simulated with an animated displacement map in animations as well.

Motion blur is also your best friend when doing animations like that. The individual frames usually do not look very convincing at all, but when they are played it looks far better than the single frames do. Our minds have a way of filling in the blanks in an animation.

Not sure where the pee on a sparkplug thing came from. But I got a good laugh out of it. :)



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