Forum: Poser - OFFICIAL


Subject: Strange thing on dynamic mesh

fabiana opened this issue on Mar 19, 2015 · 29 posts


aRtBee posted Fri, 20 March 2015 at 2:33 PM

You're welcome. You can download the PDF, when that's more convenient.

Just for some enlightenment, entertainment or complete confusion a note on the workings of Cloth Room, behind the screens.

The mechanism simply takes the mesh as it comes, and interprets vertices as "balls" and the edges that make the polygons as "springs". This literally makes a mechanic balls & springs network. Gravity and airflow/resistance make external forces on the balls, and the springs make internal forces. From all that, simple highschool (Newton) mechanic laws are applied, moving the balls and stretching the springs. That is done in discrete steps, each step processing all vertices once, in some U,V order. Then all positions and speeds from all balls are determined, forces from the springs are known, and the next pass starts. You can set the number of steps (per frame) in the sim properties.

The mechanic net is simulated with reallife parameters. One frame lasts 1/30 sec (whatever your animation settings), gravity is downward 9.8 m/s2, and so on. Only, the sim works with grams and cm (given its Spanish origin). As a result, some cloth parameters can be obtained from real life measurements. On the other hand, figure movements should match real time as well. Movements and clothing types that don't combine in real life, tend to wreck cloth sims as well. You can't get properly seated in 0.03 sec while wearing tight thick leather pants, for instance.

have fun 

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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