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Poser 11 / Poser Pro 11 OFFICIAL Technical F.A.Q (Last Updated: 2024 Nov 04 10:44 pm)

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Subject: AND another question... this time about dynamics


RAMWorks ( ) posted Fri, 19 June 2020 at 5:55 PM · edited Sat, 09 November 2024 at 8:08 AM

So got my shorts converted over to L'Homme, both rigged and dynamic. Rigged needs some work but the dynamic version works very nicely BUT the waistline pulls out a bit from the body at the end of the sim so wondering is there a trick to keep that tight on the body?

Thanks so much!

PS, the shorts are NOTHING special but I like to make my own clothing here and there and the Training Outfit was a clear cut choice to refit to him!

TrainingShorts-Dynamic-WaistTooLoose.png

---Wolff On The Prowl---

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parkdalegardener ( ) posted Fri, 19 June 2020 at 6:55 PM

Scale the waist smaller closer to what you want the final shot to look like on around frame 10 or 15. Then set up the sim and the waist will tighten up and settle a bit for the rest of the frames in the sim. Remember that 30 frames is only one second and like cloth moving in the real world you may have to allow more frames (time) to get a good drape.

That drastic probably isn't needed by the look of your render. Check the offsets. Your settings may be stopping the cloth too far from the figure. It looks like you just left everything at the defaults. You want the collisions closer to the figure. Set them in the first step when setting up the sim.



infinity10 ( ) posted Sat, 20 June 2020 at 12:20 AM

Good for you. I, too, perfer making my own 3D attire.

Eternal Hobbyist

 


RAMWorks ( ) posted Sat, 20 June 2020 at 11:00 AM

The weird thing is though the waist is TIGHT as a drum before the drape. If I tightened it any further it would be inside the figure and I'm not sure how that would drape!

Thanks Infinity, I make SOME clothing to keep in practice but never released any commercially and won't until I'm totally happy and satisfied with how it looks and behaves. I did some good work on Genesis 8 Male and submitted here to the 'Rosity marketplace but since the clothing and hairy bits (fibermesh) were all designed to work with just a couple of shapes it was rejected as they wanted it to all to fit allot of shapes. Not sure if they were aware of the autofit tool working behind the scenes that does make most stuff like that work with just about any shape (within reason)?

---Wolff On The Prowl---

My Store is HERE

My Freebies are HERE  


EldritchCellar ( ) posted Sat, 20 June 2020 at 11:07 AM

(Sinister, annoying pain in the ass enters room)

Looks like you should re uv around the hems, some stretching going on. Not difficult to fix.



W10 Pro, HP Envy X360 Laptop, Intel Core i7-10510U, NVIDIA GeForce MX250, Intel UHD, 16 GB DDR4-2400 SDRAM, 1 TB PCIe NVMe M.2 SSD

Mudbox 2022, Adobe PS CC, Poser Pro 11.3, Blender 2.9, Wings3D 2.2.5


My Freestuff and Gallery at ShareCG




RAMWorks ( ) posted Sat, 20 June 2020 at 11:09 AM

UV is fine, it's just a quick shader I threw together to throw on the garment to have it look acceptable to show. 😉

---Wolff On The Prowl---

My Store is HERE

My Freebies are HERE  


EldritchCellar ( ) posted Sat, 20 June 2020 at 11:10 AM

Ah. Carry on then Lol.



W10 Pro, HP Envy X360 Laptop, Intel Core i7-10510U, NVIDIA GeForce MX250, Intel UHD, 16 GB DDR4-2400 SDRAM, 1 TB PCIe NVMe M.2 SSD

Mudbox 2022, Adobe PS CC, Poser Pro 11.3, Blender 2.9, Wings3D 2.2.5


My Freestuff and Gallery at ShareCG




RAMWorks ( ) posted Sat, 20 June 2020 at 11:11 AM

YER FUNI!

---Wolff On The Prowl---

My Store is HERE

My Freebies are HERE  


FVerbaas ( ) posted Sat, 20 June 2020 at 11:37 AM
Forum Coordinator

The parameter you may want to check is collision distance in the prop's collision settings.

Default value is 0.5 cm. You may want to reduce to 0.2 or less. Poser uses this parameter to determine whether a vertex of the simulated object has collided with the collision geometry. It is normally used to prevent poke-thru and falll-thru and you can use it to simulate cloth thickness or clothing layers underneath.

Alternatively put the vertices of the waistband in the 'constrained' group. They will then not be pushed away from the figure to the collision distance.


EldritchCellar ( ) posted Sat, 20 June 2020 at 11:50 AM

RAMWolff posted at 12:46PM Sat, 20 June 2020 - #4392573

YER FUNI!

Yer likely to alternately throw tantrums and sob if not spoonfed information lol



W10 Pro, HP Envy X360 Laptop, Intel Core i7-10510U, NVIDIA GeForce MX250, Intel UHD, 16 GB DDR4-2400 SDRAM, 1 TB PCIe NVMe M.2 SSD

Mudbox 2022, Adobe PS CC, Poser Pro 11.3, Blender 2.9, Wings3D 2.2.5


My Freestuff and Gallery at ShareCG




RAMWorks ( ) posted Sat, 20 June 2020 at 12:14 PM

FVerbaas posted at 10:13AM Sat, 20 June 2020 - #4392577

The parameter you may want to check is collision distance in the prop's collision settings.

Default value is 0.5 cm. You may want to reduce to 0.2 or less. Poser uses this parameter to determine whether a vertex of the simulated object has collided with the collision geometry. It is normally used to prevent poke-thru and falll-thru and you can use it to simulate cloth thickness or clothing layers underneath.

Alternatively put the vertices of the waistband in the 'constrained' group. They will then not be pushed away from the figure to the collision distance.

Thank you so much. Useful info. I'll give that a try! 😁

---Wolff On The Prowl---

My Store is HERE

My Freebies are HERE  


RAMWorks ( ) posted Sat, 20 June 2020 at 12:14 PM

EldritchCellar posted at 10:14AM Sat, 20 June 2020 - #4392580

RAMWolff posted at 12:46PM Sat, 20 June 2020 - #4392573

YER FUNI!

Yer likely to alternately throw tantrums and sob if not spoonfed information lol

Yer right! 😜

---Wolff On The Prowl---

My Store is HERE

My Freebies are HERE  


EldritchCellar ( ) posted Sat, 20 June 2020 at 12:20 PM

😂



W10 Pro, HP Envy X360 Laptop, Intel Core i7-10510U, NVIDIA GeForce MX250, Intel UHD, 16 GB DDR4-2400 SDRAM, 1 TB PCIe NVMe M.2 SSD

Mudbox 2022, Adobe PS CC, Poser Pro 11.3, Blender 2.9, Wings3D 2.2.5


My Freestuff and Gallery at ShareCG




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