Forum: Poser - OFFICIAL


Subject: cloth room prob

diomede opened this issue on Jan 28, 2005 ยท 12 posts


diomede posted Fri, 28 January 2005 at 9:47 PM

First attempt at making my own props. I'm trying to make my own dynamic clothing. For some reason the mesh tears when it drapes over the figure. I made the mesh in Carrera 3 by using a cylander to circle around the Vicki torso. I adjusted the vertexes to get a closer fit then added some shoulder straps. I then imported the obj into Poser. However, the cloth of the body tears when it drapes over Vicki's chest (can't complain too much, early attempts froze my computer). Suggestions welcome.

ArtyMotion posted Fri, 28 January 2005 at 10:03 PM

This is only a guess, but it may be that there are not enough polygons in the clothing. Can you post a picture of the shirt in wireframe mode?


diomede posted Fri, 28 January 2005 at 10:14 PM

Seems like a reasonable explanation. I'm posting a wireframe version. As I said, it is just a cylander with some straps attached. I expected the straps to tear (which they did in early versions but was surprised when the torso tore.

ArtyMotion posted Fri, 28 January 2005 at 10:19 PM

Yes, I think that is what the problem is. If Carrera has a way to subdivide it that might work better.


diomede posted Fri, 28 January 2005 at 10:30 PM

Thanks. Yes, C-3 has a way to add polygons. I'll give it a try.


Little_Dragon posted Fri, 28 January 2005 at 10:39 PM

That wasn't a tear in the mesh ... it's pokethrough.

In addition to (or as an alternative to) increasing the polycount, you could try enabling vertex-against-polygon and polygon-against-polygon detection under your simulation settings.



ArtyMotion posted Fri, 28 January 2005 at 10:51 PM

I think the culprit is the large triangular polygon that attaches the strap to the body of the shirt. It might be putting too much stress or displacement on the polygons beneath it ... so subdividing MIGHT help the situation.


rowan_crisp posted Sat, 29 January 2005 at 3:15 AM

cough cough Warm up the cloth room. cough


estherau posted Sat, 29 January 2005 at 4:30 AM

heh very funny!

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diomede posted Sat, 29 January 2005 at 7:28 AM

Thanks everyone. Each of you was correct. Yes, it was a pokethrough problem which was fixed when I changed the vertex against polygon settings. Yes, the giant triangles in the straps cause problems. However, I was able to get the cloth room to work (hooray!) and can now fiddle with the mesh. I really appreciate your suggestions. I include the results of just changing the vertex against polygon setting so that my fellow newbies can see the results.

ArtyMotion posted Sat, 29 January 2005 at 9:24 AM

You're getting closer! As far as the straps go, they may work better if you make them all four-sided polygons, and wrap around the shoulder by following the contour ... hopefully this sketch will help you see what I mean. You're doing great! There is a LOT to learn, but you are getting the hang of it!

diolma posted Sat, 29 January 2005 at 3:43 PM

Hi diomede. Adding to the above: Remember that the cloth room can only work with existing polygons, it can't add new ones and it can't "bend" them except where the polys meet. All it can do is adjust existing vertices. There's no way that it can make a smooth curve of the straps as they stand; there's too few polys there to be able to make a smooth curve. Suggestions: 1. Download some of svdl's dynamic clothing (here in the free stuff - do a search for svdl..) and take a look at the meshes. I think you'll see the sort of thing you should be aiming for.. 2. Once you've fixed your mesh, try the "shrink-wrap" technique. One version of this is: Load figure (in exactly the same pose as you modelled the clothing from). Go to frame 15 or 20 (depends on the clothing - trial and error needeed here), and create a key-frame. Enter the animation dialogue and break chain. Return to frame 1. Load the clothing, parent it to either the body or the hip of the character. Scale the character down to somewhere between 80% - 95% (again, depends on the clothing). Unparent the clothing (ie, parent it to Universe). Enter cloth room, and do the clothify stuff. In the "Collide Against" dialogue, reduce both the "collision offset" and "collision depth" to at least 0.5, maybe down to 0.2.. SAVE AS A PZ3 FILE!!!! This is vital - it'll save you loads of time if things go wrong!! Try the calculation..... If all is OK, select the best frame and export the cloth as a (new) .obj - this saves having to start again from scratch. If the cloth mis-behaves during the calculation process (usually the worst culprit is the straps), clear the simulation (or possibly better, exit poser and reload the saved file -- you DID save it, didn't you??) then increase the "stretch resistance" to quite a high value; try again. It takes practice. I'm nowhere near perfect (I've yet to learn how to build meshes as smooth as svdl's, but I get reasonable results:-) You are starting good. You just need a little more advice (preferably from someone who's better at it than I am..) The cloth room can be GREAT fun!! Cheers, Diolma