EClark1894 opened this issue on Jul 17, 2019 ยท 43 posts
Afrodite-Ohki posted Thu, 18 July 2019 at 8:09 AM
Morkonan posted at 9:05AM Thu, 18 July 2019 - #4357277
It's... ancient.
Hey, it's great, it really is. And, it can do some cool stuff. But, even so, running a hefy simulation tied to keyframes, generating fifty-eleven new frames in your workspace to the point of "where the heck am I" isn't fun. But, it's designed for "animation" and multiple frame rendering. Who knew one could use it to get a good deform for a dynamic cloth item that one is only going to use for a single-frame render? Crazy, right?
Give a toggle so that frames are created virtually and not stuffed into the document after the simulation is run, if that's what the user wants.
"I am a materials engineer and textile physicist. Of course I know what the physical qualities of rubber, cotton sateen, percale, flannel and twill are. Who doesn't?"
Here is where I present the idea that someone plugged this into Poser and didn't expect anyone would ever ask them how to really use it... Ages ago, there was a series of Cloth Presents that were lovingly donated to the freebie community. (Nerd3D, maybe? D3D?) That was the very first thing I downloaded for the Cloth Room as a Freebie, years and years and years ago. I still use it. And... it's basically the only friggin set of Cloth Room Presets out there, even though Poser has a native feature to be able to IMPORT Cloth Presets. WTH?
"Yo dog, Imma make a way to Improt teh Cloth Perset thingie so peeps can have some cloth preset settings for their cloth presets!" = Where are they? Why hasn't an enterprising person pushed some Cloth Room Presets into the marketplace with fifty-eleven physically accurate, as far as the simulator is capable, cloth presets for the Cloth Room?
Natively included Cloth Presets that are "Physically Accurate" for the simulation's capabilities would be... Would allow people to feel good about running their very own cloth simulations using the Cloth room.
- One-click, don't care what Poser thinks it can't do, conversion of grouped objects to dynamic objects with a step-by-step, fill-in-the-blank, process to call out dynamic, decoration, etc groups by object group and/or material designation without having to interface with a grouping editor that was made for ants and is twice as archaic. Sure, it's versatile, if you already have everything already set up in your clothing item specifically constructed for that one, specific, simulation. Want more than one face in a group, though? HAHAHA U CAN "PAINT" TEHM IN!... I've been modeling objects for forever and using the "Grouping" tool to make real "Groups" in Poser feels like I'm forced to use my elbows to play badminton. I don't even play badminton. I even had to look up how to spell it correctly. (Who'da thunk it? "Badminton" and not "Badmitten?" Wow. :) )
Its not unusual for it to take me longer to deal with the Cloth Room to get a good deform for a still than it does for me to do it manually using the Morph Tool and a couple of magnets, if I need 'em. For a simple gravity driven cloth deform... It should not be that way, but it is.
All of this.
On the grouping tool specifically inside the Cloth Room... 1: those dots for vertices instead of polygons marked are confusing, we need to visualize this better. 2: it functions in a dumb way: I set up one of the restricted groups, and then when I want to set up another, I select some vertices and grow the selection, intending then to remove the other group I'd made before from this one... Only to realize that it changed the other group when I added some of its vertices to the new group. That's dumb. It forces you to either group it beforehand in another program, or to group it VERTEX BY VERTEX which is... not doable. At all.
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Feel free to call me Ohki!
Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.
Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.