Forum: Poser - OFFICIAL


Subject: Conforming clothes and hair animation

VirtualWorldDynamics opened this issue on Jun 14, 2015 ยท 787 posts


FVerbaas posted Thu, 10 March 2016 at 2:32 PM Forum Coordinator

@VirtualWorldDynamics: You did mean 'rigid objects' then, such as buttons and clips? Sorry to say that is one of the things now dearly missing in MD. Everyhing is based on surfaces and mid-plane approach, There are no volume items. Stretch stiffness can be set to max 1.0*10^7 and doing so will make simulation locally very nervous so one needs high damping. Common practice to make buttons is to use small disks with properties setting for 'leather belt' to minimize flexural movement. After export these disks can be flattened and extruded in a modelling app.

Wuth regard to the import in VWD I think the export format used by MD now uses open standards commonly used in the 3D world (.obj; .png; .dae; .xml). As far as I know there is no alternative program to MD ready at hand. If their export protocol suits your purposes you may consider adopting it and enjoy the synergy. If an alternative to MD for content creation would appear on the market they could use the same protocol to ensure compatibility downstream. A major feature of the MD output that will improve results is the 2D (UV) representation showing the patterns un-stretched, like they were cut from the fabric. The 2D representation has a known scale so you can find the strain of each facet edge in the 3D geometry by comparing the length of the edge in 3D space with the length of the edge in 2D space. This means the fitted garment in the VWD simulation can have the same initial pressure on the avatar as it had in MD. This would solve the 'worn and washed out' problem you get so often when importing dynamic clothing that was stretched in the state is was saved in.