Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)
The CLoth Room has a section called "Cloth Groups." In this section are the following options: New Dynamic Group - let's say you have a single model, and you want part of the model to be stiff (like leather, or sequins, or whatever), and the rest "normal". First, you create a New Dynamic Group named Leather or Sequins. Then you click the Edit Dynamic Group button to select the vertices. Finally, you assign different Dynamics Controls settings to make that section stiffer. A cloth object can have several dynamic groups. Choreographed Groups allows you to assign vertices to a piece of cloth, and animate them. I've never tried this, but for this I visualize something like turning a cloth plane into a ghost. You assign the vertices in the ghost's "head" to a choreographed group, and then animate the group so that the ghost head flies around, while the unchoreographed verties follow around like regular cloth. I think I'll have to test that example out. A cloth object can only have ONE choreographed group. Constrained groups (one per cloth object) ... somewhat similar to choreographed groups, except constrained groups sort of "hang on" to the figure. For example, if you don't want dress straps to slip off the shoulders in a certain pose, you can add a row of vertices at the shoulder to a constrained group, and that will prevent the straps from slipping. Or, you can constrain the waistband of a skirt to prevent the skirt from dropping to the floor. Soft decorated group (one per cloth object) ... good for belts, pockets, or other pieces of clothing that are modeled seperately but have to flex with the clothing article. Rigid decorated group (one per cloth object) ... good for buttons, pins, belt buckles, or other clothing that doesn't bend but that has to stay in place. For example, if you have buttons on your clothing they are typically modeled as separate objects. If you don't assign them to the Rigid Decorated Group, they will fall onto the floor during a simulation. If you need further info let us know!
ok so have the figure model, everything cept the area where i want it to act like cloth, that part is "cut" out and made into a prop, i go into cloth room and make "constrained" group, and add the vertices along the "rim (edge)" of the prop, and put rest in "cloth" group, then run sim and the vertices on the edge follow the figure as it moves? doesnt smooth edges between figure and the cloth part but if thats best i can do ;/
Half figure, half cloth: sometimes it works. These are the limits I ran into: - only one figure part can be clothified; - that figure part has to be an end bone; - it may not be a bone named as a conforming bone (no head, hip, abdomen, lFoot or something like that. You CAN clothify multiple props in one animation. I've done that. THe best trick I found to create a half-conformer/half dynamic clothing item is to create the conforming part as a figure and attach the dynamic parts as smart props to the figure - and don't forget to include the vertices that connect the dynamic parts to the conformer to the constrained group. The dynamic parts should collide with both the clothing figure and the character wearing the cloth. You can save the clothing figure to your figure library, the smart props will be saved with ith and they will retain their cloth groups and dynamic parameter settings. This is no theory, I've done it and it works.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
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im trying to find out how to make something
main part is a figure with bones and everything
but i want a part of the figure to be as cloth
so it can be used in P5 cloth simulation
i know i can make a figure and a seperate cloth
prop, but i want the vertices to line up with the
ones on the model, and follow the same texture
2nd question
can i put 2 cloth props in 1 simulation? if so how?
thanks
Message edited on: 02/23/2005 11:42