aldebaran40 opened this issue on Nov 24, 2013 · 7 posts
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.
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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