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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 24 8:11 pm)



Subject: Conforming clothes and hair animation


piersyf ( ) posted Wed, 09 December 2015 at 6:11 AM

Not everyone, Biscuits...


Biscuits ( ) posted Wed, 09 December 2015 at 6:32 AM

I hope that Rendo will offer it in their store soon, so you can get it aswell Piersyf.

It's a software gem, no idea why it isn't in the store already.

Come on Rendo, make the customers happy!

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Vestmann ( ) posted Wed, 09 December 2015 at 12:42 PM · edited Wed, 09 December 2015 at 12:44 PM

Just to confirm, the purchase went smoothly. I logged into my PayPal account and selected transfer funds. From there I put in VWD's email, the amount to transfer,my VWD codes and my email.

I was able to test it out over last weekend but sadly I've been pulled out of town for the moment so I can't post any renders like I had planned.

Here's what I've learned from my tests:

The positives:

  • The program is extremely fast considering what it does.
  • It's also quite stable. It didn't crash often during my tests and trials and when it did my Poser scene was still intact.
  • Every conforming item I have can now be made dynamic! Think about this for a moment... This pretty much eliminates any figure requirements for clothing and hair. As long as the conforming item roughly fits your figure you can use it. The program handles this extremely well. I did several tests where V4 was poking well though clothing and it simply "grew" around her figure. Endless possibilities here!
  • You don't need to run an animation for good results. I only render stills and a lot of the time it was enough to pose the figure and do a static simulation for great results. The benefit there is also that you can send the results to poser without closing the program.
  • Make FBM from the dynamic results. I'll never use 'Copy morps from..' again ;) I use a program called PoseMorphLoader to do this but you should be able to use Poser's import options as well. You can get extremely natural looking morphs using this method.
  • Every conforming item I have can now be made dynamic! (I just can't stress this enough) ;)

The not so positives:

-There is a learning curve obviously. It's easy enough to get your first simulation going but it takes time to fully understand how the program works. A lot of trial and error but for the most part it's fun ;)

  • It can feel extremely repetitive. I was never really able to use the RIP files and I often got an access error when trying to. It would be great if the program could remember it's settings with each Poser scene. As it stands now I had to repeat all settings for each simulation. Not really a bother for simple simulations but for complex items with different vertices groups it can be a real chore. Being able to correctly use RIP files will of course help.
  • After you've started a simulation you have close the program and open it again to make changes to collision, dynamic and hair options (and therefor do everything again like noted abobe)

These issues have been raised here in the forum and I have no doubt that they will be fixed before too long.

So in short: This program will dramatically change how I use Poser! :)

Now all we need to do is get the word out to ensure this program will live on for years to come!




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Vestmann ( ) posted Wed, 09 December 2015 at 2:57 PM

Biscuits posted at 8:56PM Wed, 09 December 2015 - #4243321

I hope that Rendo will offer it in their store soon, so you can get it aswell Piersyf.

It's a software gem, no idea why it isn't in the store already.

Come on Rendo, make the customers happy!

Yup! This program should be a part of Poser.




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piersyf ( ) posted Wed, 09 December 2015 at 3:55 PM

Cheers Biscuits. I'll have to wait until at least March anyway, even if it was in store, as due to the nature of my work, I have zero income for the 4 months around Christmas and have to live on savings. I haven't lost hope that Rendo or RDNA will see sense eventually, or that it will available by ANY other payment method (except maybe check from a US bank... a gripe I have with another vendor).


VirtualWorldDynamics ( ) posted Thu, 10 December 2015 at 3:35 PM

@Vestmann: You say that you have errors with .RIP files. This problem does exist for any file or have you ever managed to reload a configuration using a RIP file?

fivecat told me he had problems to make the transfer on PayPal. I do not know whether or not this problem comes from me. Are there anyone else who would have had transfer problems?

I will finalize a new version of VWD during the weekend. I think to put it online early next week. This version will accelerate the generation of the elastics. It will mainly provide an opportunity to refine the mesh at a distance defined in the interface. This new function will allow to perform simulations on objects with coarse meshes. Now, any object can become a collision object that can possibly be distorted.

____________________________________________

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Vestmann ( ) posted Thu, 10 December 2015 at 5:05 PM

VirtualWorldDynamics posted at 11:00PM Thu, 10 December 2015 - #4243622

@Vestmann: You say that you have errors with .RIP files. This problem does exist for any file or have you ever managed to reload a configuration using a RIP file?

I only realized how to use the RIP files at the last moments of testing so I don't have enough information to give you at the moment. Hopefully I'll be able to do some more tests after the weekend but I'll be on the move a lot next week so I might not be able to. It's killing me to not have access to my Poser right now lol.




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honzu ( ) posted Fri, 11 December 2015 at 4:43 PM

There seems to be a problem with the numeric values. I was wondering, why wind was not working at all and a lot of pokethrough.

All default values containing a comma are interpreted as zero value. I have to replace every comma with a point in every submenu and then it works right.


ErickL88 ( ) posted Sat, 12 December 2015 at 4:33 AM

I've got a question ... when having a figure in it's default position, putting some pants on it for a simple "split legs" simulation, one leg of the pants is pulling the other one with it, so it ends in a mess. What do I have to do, to prevent this, please? I left the simulation run with the default values.

It's probably not good to see in the attached picture, but the pants legs aren't intersecting with each other, there's a gap between the right and left leg. I've already tried to widen the gap with the morph brush, but with no luck.

vwd.png



VirtualWorldDynamics ( ) posted Sat, 12 December 2015 at 11:55 AM

@honzu : I assume you use the comma as decimal separator in Windows. Also in France, the decimal separator is a comma, but since a long time, I change Windows settings to put the decimal separator as a point. When I develop a program, as I do not know what is the decimal separator for the people who use this program, I force the decimal separator as a point. Obviously there is a problem that I have not seen and I'm going to experiment by putting back my original decimal separator and find a way to solve this problem.

@ErickL88 : You raise a very interesting problem on which I have not given enough information. I will, first of all, give the reason for the problem. By default, VWD is made to work with conforming clothes, that is, the program uses a stiffening by Neighborhood. The default distance for this Neighborhood is 1 for the clothes, this is to say that two vertices that are at a distance less than or equal to 1 will have a relationship by spring. In the example that you show, the minimum distance between the closest vertices of the two legs is less than or equal to 1. To know the distance between two vertices, you can select a vertex using the "SHIFT" key and in the "Vertices tools" tab, click the "Neighbours" button with a value of 1. All selected vertices are at a distance less than or equal to 1 of the selected vertex. I do not know the pants that you used, but it seems that these pants could be dynamic. A dynamic object have a continuous mesh, ie all the vertices of the mesh are connected. To determine if an object is dynamic, you can use the previous method, ie selected a single vertex with the "SHIFT" key and press the "Element" button, if, after performing this function, all vertices of the mesh are selected, this object is dynamic. I return to the error, if your pants are dynamic, you can use a stiffening by extension at the time of creation. This solution will solve your bonding problem. If your pants are conforming, ie if some items fall during the simulation because they are not linked to other vertices, there is still a solution. You can use a stiffening by extension when creating the cloth and then, you can use a stiffening by Neighborhood, locally by selecting some vertices. I was particularly long, but I think I have not given enough information about all the work that may be necessary to make on a dress or hair to achieve the desired result. VWD have many parameters (and it is not finished) and I can assure you that all these parameters are useful.

I want to really make tutorials videos to show how work all the parameters of VWD. My poor English is still too weak to make these videos in the language of Shakespeare. But I progress slowly .....

____________________________________________

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ErickL88 ( ) posted Sat, 12 December 2015 at 4:50 PM

Thanks for the detailed explanation, VWD.

With your suggested trick of determining the distance between the closest verts, I was able to set some of the values to the right amount, so that the simulation goes smoothly now. Thank you very much for you assistance!



VirtualWorldDynamics ( ) posted Sun, 13 December 2015 at 8:52 AM

Following a question on my mail, I would like to give a clarification on the selection of vertices for the attachment of hair on the head of the character.

I think the selection of vertices hair is one of the things I didn't well explained, although I have tried to simplify this selection.

Once the dynamics assigned to the hair, the head of the character appears with visible vertices. At this time, there are 3 possibilities:

  • Manually select the vertices on the head
  • Use the combobox with vertices saved for some characters.
  • Make a selection of all the vertices of the head and press the "Compute hair vertices". This function will select the "using" vertices having a distance between them, the greatest.

Whatever the selection method, the selected vertices on the head will be the vertices on which the hair will be tied.

Once these vertices selected, you must press the "Show hair vertices" button.

This function will select the vertices of hair that are at a distance less than the value "Max Distance" of all the vertices of the head previously selected.

Once again, the selection is free, it is possible to:

  • Keep the selection unchanged
  • Change the value of "Max Distance" to increase the number of selected vertices on the hair.
  • Make a manual selection (not really recommended).

After selecting vertices hair done, you can press the "Generate springs" button to finalize the attachment of hair.

I hope these explanations will be useful. This brings me back to the previous message in which I said it will be necessary to make video tutorials.

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ErickL88 ( ) posted Mon, 14 December 2015 at 8:42 AM · edited Mon, 14 December 2015 at 8:43 AM

Just one more question ...

I'm still having my play-a-long with the demo version. This one seems to be restricted to one simulation only (like either a piece of cloth or the hair). Does the full version do more simulations at once, like pants, a jacket and on top of that, hair, too?

Sorry if this has been addressed already.



VirtualWorldDynamics ( ) posted Mon, 14 December 2015 at 2:23 PM

@ErickL88 : It would be possible to make simulation with several parts of garments and the hair at the same time. In theory, this is possible. The problem is that the simulation no longer works with a collision system that is quite reliable, but with a self-collision system which is much less reliable, it is very computer time consumer, and often requires a small time step (a great number of subsamples). Moreover, the results will certainly be less good. I call self-collision, a collision system between two or more parts of clothes which are all in movement.

So to answer your question, yes the simulations are done with a single dynamic Object. However, it is possible to make a simulation on a cloth, transfer the simulation into Poser, and reopen VWD, then use the previous simulation on the cloth as a dynamic object and do a hair simulation that will be repelled by the cloth simulated just before.

Unfortunately, you can not do these tests in the demo version.

____________________________________________

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ErickL88 ( ) posted Mon, 14 December 2015 at 4:39 PM · edited Mon, 14 December 2015 at 4:40 PM

Thanks for clarifying all of this, VWD. Much appreciated.



VirtualWorldDynamics ( ) posted Sun, 20 December 2015 at 12:28 AM

@honzu : The numerical values problem is now solved. Now even if you keep the comma as the decimal separator in Windows, it will be points that will appear in all numerical values. This will be corrected in the new version that I would (finally !!) send next week.

The subdivision of meshes works fine. For some clothes with initially very long meshes, it is necessary to increase the number of sub-samples. I will publish on YouTube, an animation of a pleated skirt that would not have been possible before this technique.

In Python buttons, I also added two functions respectively for copying and pasting of materials. Once a conforming actor is transformed into dynamic actor with VWD, it is no longer possible to assign materials using poses. It is now possible to apply a material pose on the original actor (invisible), copy its materials, then reselect the dynamic actor and paste the saved materials.

Things are moving forward with Jenn and I am hopeful that we finally will found VWD in the Renderosity MarketPlace in the early months of the next year. While this is not immediate, it is a great advance because I really thought, at one time, that it would not be possible.

____________________________________________

Follow me on Twitter : @VWDynamics

Watch demo videos on Youtube


Biscuits ( ) posted Sun, 20 December 2015 at 1:01 PM
piersyf ( ) posted Sun, 20 December 2015 at 6:40 PM

I'm having a problem that I'm sure is because I've missed something, but I can't find it referenced in the manual or this thread (and I can't imaging it's just me!)... VWD won't let go of old animations. To explain; I load a V4 character, dress, set animation length, pose her at the end (just as I would for dynamic cloth). I start VWD cloth and hair, load Poser scene. Select V4 as collision object, leave as default, select dress as cloth, leave as default, run sim. I didn't like the result, so did not export to Poser. Closed VWD and Poser. Reopened poser. Started new scene using the same character and dress. Applied new pose. Started VWD, opened Poser scene. Selected V4 as collision object. When I move the slider, V4 moves as for the PREVIOUS scene, NOT the current scene (original pose, not the new one). I had to delete and replace the exchange folder to get it to recognise the new pose. Clearly this not intended... what am I missing?


estherau ( ) posted Sun, 20 December 2015 at 9:43 PM

Hi, my guess is the way macsavers is using this software is by just booting into windows eg parallels or some other emulating software where you really have to install windows. but I've been trying my best to avoid really putting windows on my mac. Crossover just makes windows software think that the software is on the mac when it isn't, which would have been a much better solution for me, however I can't get it to work (although I may be doing something wrong I suppose). Perhaps if you make the software not needing poser and python, but totally stand alone, then it might work in crossover. Love esther PS congrats on getting your software released. I'm sure it will do really well. It looks very interesting and useful.

MY ONLINE COMIC IS NOW LIVE

I aim to update it about once a month.  Oh, and it's free!


Biscuits ( ) posted Mon, 21 December 2015 at 4:05 AM

[piersyf]

There is a handy utility to empty the exchange folder, use it everytime before your new try.

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VirtualWorldDynamics ( ) posted Mon, 21 December 2015 at 12:22 PM

@piersyf : This problem of animation that does not match the desired one is recurring. When importing a collision actor, the program looks at whether there is a cache file corresponding to the number of vertices of this actor and having a number of frames equal to the current animation. When doing a simulation using a collision actor and that we try a different animation than before but having the same length, the program thinks that the animation is the same.This possibility is very useful when the simulations are linked, ie when a dynamic actor becomes a collision actor in the next simulation.

In this case, there are several solutions:

- Delete files in the "Exchange" directory, as rightly says Biscuits.
- Press the "Record" button for the concerned collision actor.
- Change the number of frames of animation in Poser (set the number of frames to 101 instead of 100)

I thought putting a check box called "New Animation" at the time of the creation of a collision actor. This checkbox will not be checked by default . Pressing this box will remove the cache file of the actor. Tell me what you think of this solution.

@estherau : I understand your problem and it is part of those on which I want to work in the coming months. The ultimate goal would be to transfer fully VWD under Mac. I just ask you a little time.

I just released a new video on which I had spoken. This is a simulation of a pleated skirt. Not necessarily very easy. Before the new mesh subdivision function, this type of simulation was almost impossible. Now, it is rather simple. Here is the link: https://youtu.be/9KpvPAlkAdQ

____________________________________________

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piersyf ( ) posted Mon, 21 December 2015 at 4:13 PM

Biscuits and VWD, thanks! I didn't see any 'utility' to clear the exchange folder... where is it and what's it called? VWD, I was certain there already was a button in the collision object's panel that allowed you to clear previous, but I must have been imagining it. A check box as you describe would work well, I think. I tend to be a bit lazy with the interpolation/tweening, setting two frames and letting the animation run (I don't do animations, just poses), so tend to miss hands passing through legs, for example. Being able to just clear the exchange by checking a box would make tweaking the pose and re-running it a lot easier.


piersyf ( ) posted Mon, 21 December 2015 at 8:15 PM

NVM biscuits, I found it. The only utility there! I had seen it when looking over the interface, didn't know what it did, forgot about it.


Biscuits ( ) posted Tue, 22 December 2015 at 1:15 PM · edited Tue, 22 December 2015 at 1:16 PM

piersyf posted at 8:15PM Tue, 22 December 2015 - #4245230

NVM biscuits, I found it. The only utility there! I had seen it when looking over the interface, didn't know what it did, forgot about it.

Good glad!

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Vestmann ( ) posted Wed, 23 December 2015 at 1:14 PM

Well I've finally managed to do some more tests and I've had more luck with RIP files. I've found out that for me they only work when using Cloth.

Here are my steps when using RIPs:

  1. Hit "Poser List"
  2. Go to "Recorded imports"
  3. Select import for my figure.

Like I said, this works perfectly on clothing but whenever I select a hair figure I get this message:

Access.jpg




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VirtualWorldDynamics ( ) posted Wed, 23 December 2015 at 5:54 PM

@Vestmann : Yes, you use the Recorded imports with the right way.

I use very often the Recorded imports for hair and I have never had this problem.

In first thinking, I see only one reason you have problems with the hair and not with the clothes.

With a cloth, the selection of vertices that are attached to the character, is made from the cloth itself. With hair, the selection of vertices is done first on the character, it is then transferred to the hair with a remote control and it is then transferred back to the character for generating the springs. You might have this problem if you try to affect hair on a character different from that which was recorded in the Recorded import. Is that the case?

If this is the case, you would have to rename the Recorded import with a very descriptive name for the hair, such as "MyHair For V4", for example.

____________________________________________

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Vestmann ( ) posted Wed, 23 December 2015 at 7:07 PM

VirtualWorldDynamics posted at 1:07AM Thu, 24 December 2015 - #4245441

@Vestmann : Yes, you use the Recorded imports with the right way.

I use very often the Recorded imports for hair and I have never had this problem.

In first thinking, I see only one reason you have problems with the hair and not with the clothes.

With a cloth, the selection of vertices that are attached to the character, is made from the cloth itself. With hair, the selection of vertices is done first on the character, it is then transferred to the hair with a remote control and it is then transferred back to the character for generating the springs. You might have this problem if you try to affect hair on a character different from that which was recorded in the Recorded import. Is that the case?

If this is the case, you would have to rename the Recorded import with a very descriptive name for the hair, such as "MyHair For V4", for example.

I did all my tests with V4 and various hair figures for V4...




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Vestmann ( ) posted Wed, 23 December 2015 at 7:27 PM

I tried renaming a RIP but got the same error message...




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piersyf ( ) posted Fri, 25 December 2015 at 12:40 AM

Some observations so far (again, I'm sure I'm missing something) I find the memory functions less than intuitive. I've seen the examples in the manual (specifically the Elanor dress), but I can't keep in my head what they do. A bit more info there might be useful (at some later stage). This leads to my main thing; the Elanor dress sample shows how to select the belt, but is there an easier way to select zones? Could a list of material zones in the pull down menu open a list of parameters for each? Finally, what's the range for materials? How do you make something like wool, PVC, plastic (buttons)? Increase stiffness etc, sure, but to what? This si something that happens in all software, and Poser has the same thing in the cloth room, but that's also why there are people around who still have never used the cloth room; they find it too daunting. I know this is more interface related, but anything that makes the program more accessible must be good...right?

So basically the though I had was pull down list for a material zone, you decide you want it to be cotton, so input the known parameters for cotton, done. Select another bit, set to wool, select a third, set to leather or 'belt', select a fourth and set to buttons. This is for outfits that are a single mesh but incorporate different fabrics. Just a thought.


VirtualWorldDynamics ( ) posted Fri, 25 December 2015 at 1:18 PM

@Vestmann : could you tell me if the new version asks you the same problem as the previous version.

@piersyf : I will answer you on the two subjects of your post.

The selection of vertices has been a great difficulty to write. In addition to the methods that I had integrated in the program to its beginning, some users have asked me to add new methods. I think that, in the current state, the existing methods allow to make any kind of selections. The operations of the calculator type are the only one able to offer much flexibility. Some clothes selections require a rather complex selection but it should be remembered that .RIP files allow to repeat simulation parameters.

As regards the types materials: cotton, wool, leather etc ... I tried to explain why I have not done it and why I will not do it.

I tried many cloth simulators and I've never found that the type of material corresponded to that proposed. I'll try to give you a technical explanation.

First, more than thirty years in the field of development of programs linked to the numerical simulation, have taught me that the operation "click button" never works. What for :

To successfully assign a behavior of a certain type of fabric to a mesh, we need three conditions, it is necessary to know: the mesh size, the shape of the mesh and regularity of the mesh. Apart from some adaptive quadrilateral meshes that generally yield poor quality simulation results, there is the quadrangle and the triangle. The quadrangle does not achieve meshes with regular size. The only solution to obtain a regular mesh is to work with equilateral triangles. To be able to create a pattern of behavior, the mesh size must be all identical. The best mesher program to achieve this, is called HyperMesh and costs tens of thousands of euros per year. There is also a free mesher that often gives very good results and is called GMSH. In both cases, it is necessary to start with a geometry file (.STEP, .IGES). If you meet these requirements, then you can claim to affect a repeatable behavior to a mesh. These conditions are hardly met in dynamic clothes. For conforming clothes, that, remember it, were not created for the purpose of simulation at the time of their creation, these conditions are never met. I refuse to have a cloth to which I claim to assign a cotton behavior and that behaves like leather as seen too often.

Please excuse me for such explanations that may seem too rigid, but I have not written VWD to look like the others, but only because the others did not allow me to do the simulations I wanted to do.

____________________________________________

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piersyf ( ) posted Fri, 25 December 2015 at 5:15 PM

Makes sense (unfortunately).


Vestmann ( ) posted Fri, 25 December 2015 at 7:10 PM

@VirtualWorldDynamics: Ok. so I installed the new version and tried one of my old RIPs and got this message:

"true" n'est pas une value entiére valide.

So I tried loading up a new hair figure without using any RIP, did a short simulation, closed the program, restored all, loaded up the program again and selected the RIP from the previous simulation and it worked :) It seems I can't use the RIPs from the older version but any new RIPs should work. I'm ok with that.

I'm still testing and learning but haven't had much time lately. Will post more later, thank you.




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VirtualWorldDynamics ( ) posted Sat, 26 December 2015 at 4:14 AM

@Vestmann : seeing your message, I've realized that I had made a mistake. Indeed, the old files do not work anymore since I have added the new mesh subdivision function. The mistake I have made, is not to have added them to the end of the parameters, but in the current order. If you want, I can write a small executable that makes the transformation and thus make the old .RIP files, compatible with the new version of the program.

@piersyf : rereading my message, I told myself that I was wrong to adress you personally my post as it has nothing in what I said that is personally addressed to you. I always protested against this way of thinking that makes that people believe it exists everywhere "magic" buttons. They never exist, and if you are able to make quality things, it is because you have worked hard and nothing else. I always rebel against this infantilization of people.

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piersyf ( ) posted Sat, 26 December 2015 at 4:51 PM

I wasn't offended. Of course mesh size is important, as is mesh shape. Even asking for parameters on light cloth V heavy cloth would still give mesh dependent returns. I just wasn't thinking. Being able to select by material zones would still be useful though, although I think something like that is already in the program.


piersyf ( ) posted Sun, 27 December 2015 at 5:14 AM

Can someone give me info on memory limits? I just tried to run a second animation with quite high stretch and stiffness levels and got an 'insufficient memory' error. I have 64Gb RAM and 13Tb of HD space... I have never had an 'out of memory' with this system before.


VirtualWorldDynamics ( ) posted Wed, 30 December 2015 at 1:50 PM

@piersyf : yes, you can use the selection of materials. This vertex selection method is very convenient in many cases. The lack of memory is a problem due to the 3D visualization library that I use and that is 32 bits. It is true that this limitation may seem boring, but we must remember that the clothes we work with, are conforming clothes that have not been created for the simulation. Maybe one day, I completely rewrite the visualization of the program and I will rewrite the program as 64-bit program. Simulations that have this error, already largely exceed 30 million springs, making them slow to simulate. I just bought "Wave hair for G2F" because I find these hair very realistic. I have a memory error at the tenth of the number of vertices (450,000). If the program were 64 bits, I think it would generate about 300 million springs, making the simulation... endless. For this hair, I had to set the distance limit to 4.85. This means that the springs were generated between 4.85 and 5.0. Yet the simulation passed without worries. Do not hesitate to use this function limitation because it reduces the number of springs and therefore the computation time. It also helps to avoid memory errors.

I released a new version of the program. This version allows to make a mesh subdivision. This function allows to simulate more conforming clothes, but it also allowed to make the simulation of the pleated skirt because, with a mesh generation at 0.5 and retaining the spring generation to 1.0, it is certain that each fold will be stiffened.

I also just wrote a function that lets you assign a distance of collision by vertices. This is actually very useful for multi layers clothes or to push out the bottom of the hair to prevent interpenetration with a cloth.

____________________________________________

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piersyf ( ) posted Wed, 30 December 2015 at 3:38 PM

Thanks for that... I completely forgot about 32 bit.

Just a thought about your description of the new version; if the distance between mesh layers can be controlled, especially hair, could you simulate wet hair by reducing the distance between mesh layers and increasing gravity? I haven't played with hair yet, but I thought it might be possible, seeing as physically all the water is doing is displacing the air and adding mass.


VirtualWorldDynamics ( ) posted Fri, 01 January 2016 at 10:20 AM

@piersyf : I did not quite talk about distance modifications between the mesh layers, I talked a distance of collision. This may allow to define different collision distances (with the collision objects). This already solves many problems of collision between close objects or close layers. It would indeed be possible to define a distance of collision between the different layers, but, for me, this is no longer collision functions but self-collision functions. We can think about it. With regard to wet hair, it is necessary to experiment.

____________________________________________

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tomyee ( ) posted Tue, 05 January 2016 at 3:06 PM

I will finally have time this weekend to try the demo. I am concerned that this will be very complicated to use... are there any video tutorials for beginners available yet? I know how to use the cloth room, would like to see how easy it is to use this tool compared to the cloth room.


headwax. ( ) posted Tue, 05 January 2016 at 6:23 PM

If you read the manual just start at the back, rather than the front. Look for the examples and that will make it easier. It's a good program worth while perservering with!


VirtualWorldDynamics ( ) posted Wed, 06 January 2016 at 12:08 PM

@tomyee : I think it is difficult to compare VWD and the Poser ClothRoom, because they do not do the same things. To be able to animate conforming clothes, I have had to add completely new functions. All this makes it more difficult to use since it is not possible to work with it successfully, without understanding its operation. In fact, I completely agree with you, for now VWD lacks terribly of demonstration videos. It's my job of January. I want to make at least a twenty videos showing all the features of VWD. I could have done them before, but they would be in French, which would not help many people. I do not promise a perfect English ;-((

@headwax. : Thank you for your comment, I find you indulgent regarding the documentation. I want to match it with the latest version including the corrections made by "carrarators" that I thank for his help.

Concurrently with the videos, I would like to work on two functions. I am waiting for your comments.

- A .RIP file editor, to create, delete functions in a .RIP file but also to change the selection of vertices.

- An editing tool for a recorded animation before sending it into Poser. This tool could use a dynamic without inertia which would be a correction more consistent  than just moving vertices.

____________________________________________

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Watch demo videos on Youtube


tomyee ( ) posted Wed, 06 January 2016 at 4:49 PM

@VirtualWorldDynamics: even if there is no talking in the tutorial video (maybe the audio can be added later) it would be helpful to see the steps. I just want to do simple cloth simulation (I do not plan on doing animation, just static poses) and hope that a basic tutorial can be offered showing the loading of V4 or M4, a basic outfit, and how to make the sim happen. I assume the lite version would have same user interface so the tutorial is useful for both lite and full version. Until then I will try reading the manual this weekend and see how much I understand.


VirtualWorldDynamics ( ) posted Thu, 07 January 2016 at 11:34 AM

@tomyee : I don't know if you have watched the two demonstration videos that I have made in French. The first one shows a simple simulation of a dress and hair. The second one shows a sitting pose with a deformation of the seat. These videos are unfortunately in French, but they will allow you to understand two basic functions of VWD.

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Follow me on Twitter : @VWDynamics

Watch demo videos on Youtube


Smaker1 ( ) posted Sat, 09 January 2016 at 10:32 AM

Hello

Here is a very rough test after a few hours with VWD (Genesis 3 and Artemis Moon Dress). Of course my purpose is not animation but static scene so I imported objects from DS4 in Poser. Thanks to the help of VirtualWorldDynamics I began to have some pleasant result. The drape is far more better than what I could get with all the clothe morphs and perfectly fit G3F. A few adjustement was needed for instersecting polygons also because I don't master VWD. For me one of the most pleasant functionnality is to work in a "continual" simulation instead of an animation based on a scenario like Poser.

Congratulation to Virtual, I think it's a must have! ... and wait for a Daz version to simply my workflow :-)

test2.png


Smaker1 ( ) posted Mon, 11 January 2016 at 1:44 PM

Another test made this WE with a more finalized picture. Genesis3F, Aether clothes

It only took 10 minutes to do the dynamic part of the clothe (DS4, Poser, VWD, Poser, DS4, Octane). I think VWD can improve many clothes not only for animation. I'll try more complex scenario and the hair simulation.

And no, I'm not paid by VWD :-)

Back.jpg


shedofjoy ( ) posted Mon, 11 January 2016 at 6:07 PM

Finally got some time to give this a go, so loaded up Poser 11 pro 64bit and a figure, then had a dabble of VWD and immediately got lost, so watched the youtube demo, and all went swimmingly well. Only one problem, it doesn't transfer the results to poser. if I do a hair animation and start a dynamic simulation VWD just closes without transferring anything, and if I start a static simulation and click on transfer to poser nothing happens. is there a reason for this? I'm using the latest version of your software, not sure if the Demo version on youtube is the correct way to use the current version? otherwise the program works very well and fast. just wish it would transfer the results back.

Getting old and still making "art" without soiling myself, now that's success.


piersyf ( ) posted Tue, 12 January 2016 at 4:42 PM

The demo versions don't transfer to Poser. Demo's have limits, and VWD's was to give you a fully functional piece of software right up to the last (transfer) stage.


piersyf ( ) posted Tue, 12 January 2016 at 4:49 PM

I had an idea, tried it, but it failed. It occurred to me that this program would be great for things like necklaces, so... I loaded a necklace onto V4...it was a prop, so had to change it to a character... alright, did that. Tried it in the cloth room. It sort of worked but very very slowly. Started the VWD software. Selected V4 as collision, selected necklace as cloth. Program ran out of memory. There's a ton of geometry in the chosen necklace, so probably hit the memory limit of a 32bit software and also explains the slow cloth room, but it also led to a question... for the necklace idea to work (even if a 64bit version was made available), you'd need to set collision and 'cloth' objects but NOT nail anything... you want it to move according to gravity and surface friction (both of which are already in the software). Is that possible?

Just pondering potentials. If anyone else has tried it, I'd like to know how it went...


shedofjoy ( ) posted Tue, 12 January 2016 at 5:41 PM

so the versions available for download are all demos? if so can we buy it yet? and if so where from? (sorry for all the questions) as the demo looks very good although still only a demo, need a release so I can really play with it. on the downside I have come across the problem mentioned a few posts back, in that when I do a new animation and run the dynamic simulation it reverts to the previous animation, i have yet to try the fixes mentioned, but if so would a refresh animation button be in order to remove the previous one?

Getting old and still making "art" without soiling myself, now that's success.


shedofjoy ( ) posted Tue, 12 January 2016 at 6:26 PM

Right went back a few posts, found the "Delete all exchange files" which solved the problem. Now to wait for the release, hope its soon.

Getting old and still making "art" without soiling myself, now that's success.


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