Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 05 9:32 pm)
well the thing is poser people don't really bend like normal people and so even kneeling which isn't really an extreme pose will cause body parts and hence the clothing to interesect. there must be an easier way around this. Love esther PS I thought about using the groupoing tool on the person and making a new group on the person at the back of the knee and saying ignore collisons here but then the old group would still be there.
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This is a situation where conforming clothing is going to be a better answer. Both dynamic and conforming clothing solutions are equally versatile -- it is their usage that becomes the key. Dynamic clothing can be used for fairly close fititng clothing solutions, but it is not an ideal one -- for things like pants, tight shirts, and the like, conforming clothing is going to be a better answer, and this is why. gets off soapbox ok, whew sorry, had to get that off my chest. stretch resistance needs to be low in order to give the clothing ample room for flex, and enabling soft collision witht eh cloth itself should help to reduce the point of intersections.
thou and I, my friend, can, in the most flunkey world, make, each of us, one non-flunkey, one hero, if we like: that will be two heroes to begin with. (Carlyle)
Armpits are major culprits here, especially if the dynamic cloth is rather tight fitting. Often assigning the armpit vertices of the cloth to the constrained group is an acceptable solution. It's not a perfect one. In many poses the upper arm intersects with the chest, and so you'll force the cloth to self-intersect and to intersect the body. This is a result of the Poser joint system, not much that can be done about it. I've converted quite a few conforming clothes to dynamic ones, and the dynamic clothes usually work better, especially when morphs are involved. Even in the case of shirts and pants. The only conforming clothes I don't try to convert are rigid items like shoes and armor. Since SR4 you can save multiple dynamic groups to the prop library, which is very useful. Low fold/shear resistance and medium stretch resistance for the main cloth, high resistances and a higher density for straps, belts and seams, and the cloth behaves pretty realistic. I always set collision offset and collision depth to 0.5, the results look better than those of the default values.
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thanks everone - well it probably isn't going to work with his knees bent so much. love esther
I aim to update it about once a month. Oh, and it's free!
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If, for example, a figure wearing trouser's bends his knees or his hips enough to make the clothes colide is there away to regroup these parts so they don't cause a problem? should this be done with the object before it's in the cloth room or is it something that needs the cloth room tools, or is there another way? Love esther
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I aim to update it about once a month. Oh, and it's free!