MistyLaraCarrara opened this issue on Jun 03, 2012 · 22 posts
bagoas posted Tue, 05 June 2012 at 3:28 PM
Been experimenting with the breasts as clothified body parts also. I found that the big problem was the transition between the soft, simulated part and the choreographed surroundings. This was too abrupt and needed smoothing. It would be great to have something like the material room; getting the parameters in smooth transition from a bitmap. I tried also adding morphed/transformed spheres inside to prevent collapse of the shape.
As it happens tonight been experimenting with conversion of a necklace, original for V4, to Miki2. The string was intact, and the pennant was modelled as a hard decorated element. This worked fine.
I have been using the cloth room for beds and pillows. One way to simulate internal pressure there is to turn the model upside-down, so gravity makes the pressure, and make the cloth of the bed quite heavy. An alternative method is to use a bed that is open on the bottom and add a wind force. This really makes an internal pressure.
In either case the 'zero' position of the surface is defined by another object (a plane) preventing the mattrss from becoming a sail.
I read about expriment with a skin draped over a skeleton mdel. One thing I woud like to do one day is hang a geometry with a 'heavy' morph over the same figure, but morphed less 'heavy'. This would/could/should hopefully give the effect of skin floating on a layer of fat.
One more: Gaudi used models consisting of small bags of ballast (representing weight) hanging from yarns to make a practical strength model of his buildings. Same could be done using the cloth room: Use a large cloth, hang it at the corners and let it sag. Gives natural organic shapes as primitives for buildings and the like.
I tried chains made from links as hard decoration items on an (invisible) carrier cloth strip. Was not a big success, but maybe my carrier cloth strip did not have enough polygons in the width of the strip.