Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 18 10:25 pm)
WS is right here. Our use of subdivision surfaces is limited to rendertime. The new P5 figures are higher in polygonal count than the old P4 figures, there are some places that really need polygonal detail. There's a point where figures can have too many polygons, but figures such as those from DAZ certainly aren't in that category. The figures from DAZ have higher poly counts than our P5 figures, so the smoothing results at rendertime are pretty amazing. We're happy about having new stock figures that look really good, and are confident that these models will be able to rise above the labels that have been applied to them in the past. The old figures have lots of fans, and I think that the new P5 figures will have lots of fans as well. As for clothes, if you are going to want to create items that work with P5's dynamic cloth engine, you'll need to construct tubular clothes that surround the figure in it's zeroed state. The zero state of a figure can be seen by turning off IK for all limbs, opening up the Joint Paramater editor and clicking sero figure. This will be a useful reference for the creation of clothing props. The cloth prop is then "draped" over the figure in it's zero state, and then it transitions into whatever pose your figure is in, following the limbs that are colliding with the cloth. The draping of the cloth in the posed state is very realistic. Cloth can be dialed in for attributes such as stretch, thickness, friction and gravitational forces. P5 also has a wind force field generator to blow cloth and hair for some great effects.
A quick note, the figure won't need to be posed in its zero state to apply clothes to the zero state. When colliding clothes against a figure, you can select to apply the clothes to the figure's zero state. This way, you simply need to pose the figure in a scene, turn a prop into cloth, and selct the figure you weant the clothes to collide with (selecting "apply to zero state") and the clothes will drape fist to the zero state than to your pose. Conforming clothes are still going to be very important in P5, and P5 will have a collection of conforming clothes to fit the new figures. Conforming clothes will faster in some respects to work with, and for tight fitting cloth, will likely be a smart idea.
Converting existing models to work with the dynaimc cloth system is probablysomething best left to a good tutorial. There will be a couple of variables to consider. The cloth prop should be a single piece of geometry, and it shouldn't interpenetrate with the figure you want to have wearing it. The cloth also should be open at the sleeves, cuffs, waist and neck. Certain kinds of behaviors can be assigned in the cloth parameters as well that will effect how the cloth behaves. For instance, creating a flag would require that you pin two corners of the cloth prop to the pole. Our system enables you to "choreograph" those two piints so they can act as a fixed or animated point for a flag-like cloth prop. Creating a cloth model of a necktie would make use of our "constrained" cloth attributes. This would allow the knot in the tie to remain applied to the figure, but relatively staitc, where the hanging portion of the tie could swing according to the figure's pose. What's been really fun to experiment with in the new system is simply dropping a cloth object on a scene, picture a Poser figure in bed, with a sheet draped over it. Or a tabletop scene with a tablecloth. Drapes/curtains hanging from a cutain rod, blown by a wind force generator. Lots of good ideas for experimentation.
Okay, here's a question I have to ask; Scenario - take a selection of furniture props. "Drop" a cloth over each to cover each. Will it then be possible to "freeze" the cloths shape so they stay the same without the furniture? Would it be necessary to export each and then re-import either as a prop or a morph-target? I'm envisioning haunted house scenes with dropcloth-shrouded furniture, but without actually having to load complicated furniture props in addition to the dropcloth meshes. (...Probably the only one curious about this, but it was the first thing to occur when I saw the cloth dynamics in the "California Dreaming" thread...)
LG, Once the cloth dynamics and draping for a cloth object have been calculated, you can move the collision object and the cloth calculation previously created will remain unaltered. It will also play back in real time once it has been processed. I haven't experimented creating a morph target from a deformed cloth object, I'll try it and see. Good question! I like the idea of haunted house scenes. Time to pick up one of those cool 3rd party mansions...
">Once the cloth dynamics and draping for a cloth object have been calculated,<"
I have been using the Dynamics engine of cinema4DXL
for cloth simulation and I have a few questions:
Cinema4DXL takes advantage of hardware acceleration and Dual processors and still the Collsion
calculations and "Solving" you describe are VERY Long in cinema4DXL, nearly as long as a final render :-)
I can only Conclude that they will be very long in poser5 as well,
( particularly with no hardware assist)
That being the case will poser5 at least
have the ability to "bake" a calculated cloth simulation
to the timeline as keyframes to avoid the sovling process a second time for the final render??
and assure identicle results if the Dynamics scene is moved to a differently configured computer for rendering
also will there be an option to set the degree of accuracy of a cloth/collision simulationsuch as low ,mid, High or will it have an " All or nothing" setting.
Thanks
I know it's "dork" in a loving way. I really wanted to name the new P5 figs Paulette and Dirk, just for continuity, but everyone here said no. Hmmm. I've got another fun idea. Hey Wolf, re: P5 cloth, once it's calculated, it's complete, as in you can rotate the cameras, add keyframes, alter other parts of the scene, save and re-open the scene and the cloth is intact, in it's animated, calculated, dynamic state. And it recaluclates identically unless the some attribute is changed. I'm finding the cloth calculations are actually pretty tolerable time wise. To control the collision there are several options that include object vertex>cloth polygons, object polygon>cloth vertex, or cloth vertex>object polygon. There are also controls for setting collision depth and collision offest. The cloth also can self collide. As well, when applying cloth to a figure, you exclude body parts from the calculation to speed up processing time. You can also apply hair to a cloth object for really different effects.
Sounds About like the procedure used in cinema4DXL Our little poser is all grown up!!! :-)
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Just think of poser 5, it has subdivision, a low-poly figure ( posette) can be smooth so do we still need high-poly figures? And another thinking, poser 5 has collision detection, will the clothes still need different parts? Or just 1 piece of mesh, and change the shape when the figure move?