ToxicWolf opened this issue on Sep 02, 2012 ยท 24 posts
aRtBee posted Mon, 03 September 2012 at 1:23 AM
@ToxicWolf
IMO this is just a good idea, with respect to the notion that dynamic cloth should be well welded (like real cloth, if you're wearing rags, it'll show) AND be single sided (otherwise one side can poke through the other) AND mesh densities and structures should have been taken care of. Each piece should pass the hang-test: just hang the piece at two points (choreographed) for a few seconds (150 frames) and if it doesn't fall apart, it works.
Generally, it's the way I work: using conform and morph to get the basic settings done and use dynamics for the fine details later on. Might still be hundreds of frames though, 10 frames is just 0.33 second. Depends on the cloth properties (panel 4). Nice folds in thick velvet gowns take more time.
I'm not sure I understand Ladonna's remarks. You can clothify mesh-groups that contain vertices, usually the "suit" does not but its underlying "pants" and "jacket" subgroups do. Then you'll have to clothify them seperately, in one sim or in different ones, depends on the kind of interaction you want. I've never seen Poser doeing anything with the choreographed etc groups itself. I do see modern clothing having such groups by themselves, which means they are dynamized already.
The build-in constrained or choreographed groups do not affect the interaction of the clothified objects in a sim though, they just stitch the cloth pieces either to the figure-vertices (constrain) or make the cloth pieces follow their own path, which may be dictated by the figure as well when the pieces are "conformed to" (choreographed).
I'm happy to elaborate on this.
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Usually I'm wrong. But to be effective and efficient, I don't need to be correct or accurate.
visit www.aRtBeeWeb.nl (works) or Missing Manuals (tutorials & reviews) - both need an update though