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591 comments found!
Perfect tutorial RobynsVeil. :)
Like SteveJax said there are of course exceptions. But that's best left to the individual clothing, information that should be in the readme file. If the maker has found a certain collision offset to work best, it's good to mention that. Â Some clothes require a different starting pose, others may need some draping frames before the simulation. At other times some scaling or adjustments in the starting frames are needed for certain effects too.
I also found that sometimes you want to change simulation values and other things, if the character moves into a different pose. Or you just need more frames, like for a figure that moves down to lay down on the ground.Â
I think your sitting pose looks fine. It looks as good as it gets for me. The weird folds at her waist is the very topic of another thread here.Â
If you are animating, they are hard to deal with, but for still images, I can often get rid of them by running the smoothing tool over them.Â
Btw, really nice conversion. I have done quite a few conversions of conforming clothes too, with varying degrees of success, lol!
Thread: Dynamic pants | Forum: Poser - OFFICIAL
Ah. Â Those pants seem to have a different starting pose than the zero. Â I don't think you need to do anything with the pants. Â Rather what you need to do is to spread Michael's legs out in the starting pose so they match the pants. :) Looks like something along the lines of 45 degrees.
Also make sure that "start draping from zero pose" in collision settings is unchecked.
Thread: Dynamic pants | Forum: Poser - OFFICIAL
Can you post a picture? One of the model before simulation and then after simulation, so we can see what's going on. :)
Thread: Self colliding polygons in the clothroom | Forum: Poser - OFFICIAL
Yeah. Multiple folds or multiple layers is where I get the issues 100% of the time as well. I'll see if I can dig out the multilayer shirt somewhere and post. It's a perfect example where the same thing happens with multiple layers.
Thread: Self colliding polygons in the clothroom | Forum: Poser - OFFICIAL
It seems to have something to do with self collision. Maybe it tries to collide with itself and the figure underneath. I was facing this problem when I played around with making a multilayered skirt. I couldn't get the collisions to work properly with self collision. The band of a skirt underneath would poke through the top skirt (soft decorated), the bottom skirts would also poke through as a dynamic group. I tried high density models both as quards and triangles and the same problem would arise (sometimes in different manners, but it persisted)
Thread: Self colliding polygons in the clothroom | Forum: Poser - OFFICIAL
The folding polygon issue I haven't been able to resolve yet, but if you get pokethroughs, I've found that increasing the amount of steps in the cloth calculation settings can actually help quite a bit.
Another way to tackle pokethroughs is to ensure that the cloth has enough polygons to properly drape around the figure. A lot of dynamic clothes have far too few faces where needed. (Elbows, breasts, kneees etc.) Â
Thread: Self colliding polygons in the clothroom | Forum: Poser - OFFICIAL
Quote - Here's the latest response to my query from SmithMicro:
"I had one of the Engineers look at this issue. They reported that this appears to be a setting issue with the Dynamics. Try setting the collision offset and collision depth to be a bit higher- 2, say, instead of the default 1- should resolve this."
Isn't that what BB predicted?
Collision offset and depth to 2? Â That sounds rather extreme to me (And not pretty for most clothing) I tend to stick under 0.6 for most clothing. What settings did you use on the shirt image?
Thread: Creating clothing in Wings3D? | Forum: Poser - OFFICIAL
I learned modelling clothes in Wings by looking at a tutorial someone made on how to make a human figure. The method is similar. :)
First thing you do is to import the figure you are modelling for into Wings. (Exporting it first from Poser if necessary)
Then give the figure a nice, distinct color, and then lock it, so you won't edit it accidentally.
Then I usually start out with a cube which I size around the figure. Say a skirt, from hips down to under the knees. Then you can start to add lines, vertices and faces and begin to add details. Smoothing give you more detail, but make sure to save before you do, so you have previous steps to work on, since the more detailed you get, the harder it becomes to make major, sweeping changes on it.
For holes, you can use the "hole" material. You select the faces where the arms, legs stick out, the waist etc (depending on what clothing you do) and give it the hole material, which makes the clothing hollow. Â
That's a good start. :) Â Then when you have a test case you export the obj file (Select it, and export selected), out into Poser and test it. Â If it's dynamic you test it in the cloth room, if you make it conforming, you need to rig it in the setup room. (Give it groups and match it with the character's bones)
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Thread: What is the advantage of having a dynamic bikini? | Forum: Poser - OFFICIAL
Thread: What is the advantage of having a dynamic bikini? | Forum: Poser - OFFICIAL
Quote - Lazy because there's no rigging involved I guess. Something I find patently false and ridiculous. Total BS.
Laurie
Don't forget the countless hours of simulations and testings to get drapes, folds and details work to satisfaction. There are quite a few threads around here to testify on that.Â
Thread: What is the advantage of having a dynamic bikini? | Forum: Poser - OFFICIAL
Quote - I agree with Grappo2000
The advantage of having a dynamic bikini instead of a conforming one is that one can have different fabrics and behaviours (gravity) in one item.
It just often looks more realistic, but realistic takes more time to setup.....I dont't hear conformingclothing USERS called lazy, why would one call dynamicclothing Creators lazy then? :P
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Dynamic clothing is just not used as much as conforming clothing. For beginners, conforming clothing is much easier to do. If you have a non morphed character, you just load the clothing, conform it and you are set to go. Then when you morph your character, new challenges arise.. Then using custom morphs (beyond say the common ++/elite morphs for V4/M4) comes with a new host of problems, needing custom morphs, magnets or conversions to fig the clothing. Then it takes just like dynamic clothing some skill, time and patience. Any original character artwork needs work and a nice touch regardless of the methods used.Â
One could easily be lazy making conforming clothing too, especially if you have many of the tools that automate the process. It may not get the best results, but sure you can be lazy. :)
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Thread: What is the advantage of having a dynamic bikini? | Forum: Poser - OFFICIAL
As far as the dynamic bikini on the Daz page goes, the advantage of it would be for natural creases on the bottoms if you animate, and a natural spandex effect on the breasts.Â
Thread: What is the advantage of having a dynamic bikini? | Forum: Poser - OFFICIAL
Actually, you can get quite a few advantages. You can have strings/ties that move in animations. You can have underwear that give natural stretches and folds.
I absolutely disagree with you Afrodite.
Take for example a pair of tights. When they stretch over say the butt, it creates a stretch, with creases that changes naturally when you move the legs into different position, something that is much harder to achieve with conforming clothing. Even tight clothing gets creases. Â I use almost exclusively dynamic clothing, not out of laziness, but because I get results I find to be far more natural looking. It can look absolutely amazing.Â
With tops like tight shirts you can get a perfectly natural spandex effect on breasts, or stretches resulting from muscles and arm positions. Some conforming clothes have creases built into them, but they don't adapt naturally to how the figure moves.
I've got all sorts of dynamic tight clothing and usually prefer them to their conforming counterparts.Â
Anyway, that's my experience on the matter. I definitely would not discard using tight fitting dynamic clothes. :)
Thread: Self colliding polygons in the clothroom | Forum: Poser - OFFICIAL
I completely agree about awkward constraints causing problem. But a simple narrow waistband? That's one of the places where constraints are most commonly used.
I will get in touch with them this weekend.
Thread: Self colliding polygons in the clothroom | Forum: Poser - OFFICIAL
I mean the cloth settings that come with the dress. Unless you use an old version of Poser, the cloth settings are saved in the cloth prop. (Like fold resistance, density etc)
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Thread: The "Isn't Dynamic Cloth Brilliant" thread | Forum: Poser - OFFICIAL