EClark1894 opened this issue on Oct 26, 2014 · 5 posts
aRtBee posted Sun, 26 October 2014 at 2:24 AM
I'm not really sure what you're after exactly, but for turning a piece of clothing into hybrid:
- make it conforming in any way you want, and ensure that's "well welded (A) and single sided (B)" as well as "wide enough (C)" for proper dynamic handling.
- assign it to a sim in cloth room
- any part you want to be driven by the sim shoud be in the (or in a) dynamic group. You have a main one, and can add additional ones yourself. Usually, they go with material zones so something which looks like leather behaves like leather, and something which looks like lace behaves like lace.
- any part you want to be driven by conforming should be in the choreographed group.
That's basically it. The sim results simply supersede the results of conforming in an animation, on a per vertex basis - although for the vertices in the choreographed group these results are identical.
Everything else has to do with the proper implementation of the A,B,C conditions mentioned above, with dynamic parameters vs speed of scene movements, with handling contraint and decorated groups, with sim settings vs computing speed and more details alike.
So, it does not take additional requirements to the bone structure of a dress to make it dynamic or hybrid. It's just that when you take out bones, you lose it's conforming properties and force the use of cloth room to get anything done out there, in any scene, for each use. Why should one want to do that?
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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