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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 22 10:18 pm)



Subject: Modify Dynamic clothes in ZBrush ????


aldebaran40 ( ) posted Sun, 24 November 2013 at 9:08 AM · edited Mon, 23 December 2024 at 12:24 AM

I usually adjust the "fine"  details or poke of the conform clothing in Zbrush, I export the model mesh and the clothes that I want to adjust, then work only on clothing using the model mesh reference, then clik goz with the selected clothing and VOILA ... , Perfect fit in a few seconds / minutes

Now I would like to do the same with the dynamic clothing (after having run the simulation) in case I need to make some small final adjustment,  but I found this  impossible for me, I exported the cloth object to  ZB via GoZ but when I bring it back to poser  th dinamic clothes  modify in ZB "explodes "

any idea how to do it or is impossible

thanks in advance


vilters ( ) posted Sun, 24 November 2013 at 9:34 AM

Load the dynamic clothing.
Run the sim as you normally do.

EXPORT the object now.
File => Wavefront export
Work with that object file in Zbrush.
Save as object file from Zbrush, and import back in Poser.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


Plutom ( ) posted Sun, 24 November 2013 at 9:39 AM

II have Poser 9 (so I can't use GOZ) but here is what I do.  first export the default character that you are using (check what you want exported) as a welded .obj

Then export the dress as an .obj

Import the figure .obj as a subtool, duplicate it, import the dress as an .obj.

Clean the character form of polygroups etc and the same for the dress

form fit the dress to the figure, check the dress mesh export the dress .obj with a mesh density of around 14000 polys.

See if that works for you//  Jan

PS you duplicate the figure because when you import the dress .obj, the dress will replace it


aRtBee ( ) posted Sun, 24 November 2013 at 10:53 AM

perhaps it helps when you understand the mechanism:

 - cloth room takes the 3D mesh (vertex/poly-structure) of the 'cloth' as it comes in frame 0, and the 3D meshes of the objects it 'collides to'.

 - it sort of ignores any bone structure or animating / morphing / etc for deforming the cloth object(s), and hence most conforming information. Of course, posing bone structure and animating morph targets will deform the 3D meshes of the colliding bodies. And because not everything on the cloth object is ignored, it pays off a bit to conform and/or parent and/or pose/morph a dress properly before treating it as dynamic.

 - the sim should be considered as just a morph generator, running various advanced algorithms to deform the 3D mesh of the cloth object(s). Each frame in the animation contains a new morph target. The algoritms are not perfect, eg do not take displacement into account and do not take fast moves or close encounters very well. These may cause poke through at render time, of may cause 'explosions' on long sims. But they are pretty good though.

 - after the sim, each frame presents a morph shape and can be saved (modified, reloaded, ...) accordingly. As an object, or morph target, or whatever. But there is no benefit in reloading such an object into Cloth Room again, as that will just take the available vertices and rerun the algorithms against them. For the same reason it hardly pays off to apply the moprh brush on a dress before running it through Cloth Room. Except when it gives you a better frame-0 starting position.

 - in the meantime, I assume that the basic mesh structure is not altered during save, modify and reload. The algorithms are quite affected by mesh density (nr of vertices per m2) and mesh structure (quads instead of tris etc). For instance, a higher density introduces more flexibility and therefor make the cloth looks/behave 'thinner'. Just for your information.

All the best.

- - - - - 

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


aldebaran40 ( ) posted Sun, 24 November 2013 at 11:18 AM

first at all ,  thank you for your answers, the methods that desccriben vilters and plutom work, in fact I used the vilters method in any occasion , the disadvantage is that it is not as direct as the one I use for conform clothes , because once imported I have to adjust the coordinates "by hand" but it works

maybe  import modified clothing  as morph to  the original ?? , I'll try...

aRtBee thanks for your description of how the simulation works is very interesting and illustrative


aRtBee ( ) posted Sun, 24 November 2013 at 12:50 PM

maybe there's more for you in http://www.book.artbeeweb.nl/?book=cloth-room [not for beginners, and the “How to get your PhD in Poser Cloth Simulation” section is called so for a reason :-) ]

- - - - - 

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


aldebaran40 ( ) posted Sun, 24 November 2013 at 1:05 PM

Quote - maybe there's more for you in http://www.book.artbeeweb.nl/?book=cloth-room[not for beginners, and the “How to get your PhD in Poser Cloth Simulation” section is called so for a reason :-) ]

 

I've put your site in my favorite , there are several things I want to read in detail (the simulation of clothing and the subject of "render passes")

thanks


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