Forum: Poser - OFFICIAL


Subject: Any luck with dynamic shirts?

MrGorf opened this issue on Oct 29, 2006 · 8 posts


MrGorf posted Sun, 29 October 2006 at 11:24 PM

Hi, I was just wondering if dynamic cloth was a lost cause on shirts with sleeves. I've tried doing a shirt with sleeves, but when the figure's arms are down the skin-cloth-cloth-skin is too tight, and the dynamic cloth has nowhere to go, so it gets all mangled. Sorry I don't have a picture of this at the moment...

Does anybody have any suggestions on how to do this, or are shirts with sleeves kind of a no-no for dynamic cloth? (Assuming you don't want to keep your character's arms sticking straight out...) A similar problem may exist for pants, perhaps...

Any good examples out there? Thanks.


amacord posted Mon, 30 October 2006 at 12:31 AM

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infinity10 posted Mon, 30 October 2006 at 12:53 AM

I have not had that problem using dynamic cloth shirts / jackets.  The cloth self-collision setting is on ?   Any render you can share to show the problem ?

Eternal Hobbyist

 


MrGorf posted Mon, 30 October 2006 at 8:19 PM

First, let's just say that in many figures, when the arms are down to the side, the polygons of the forearm (or "shoulder") and the chest typically cross each other. That doesn't matter a whole lot since you can't see them, but it can become problematic for clothes, and often leads to strange back views. We just have to live with that, but it creates this issue.

Okay, here is an image of the Girl. (Perhaps not the best example, but the only one I have handy.) The collar is bent 12 degrees, the shoulder 70 degrees. You can see a hole has formed, as well as an inappropriate dent area. Plus, I just don't care for the "look" of the way it folds... The mangling actually begins much sooner: collar 9 degrees, shoulder 52 degrees. Not completely awful looking, but still kind of a problem.

Anyone have a really good example of a back view with a dynamic shirt? Or any more "bad" examples?


MrGorf posted Tue, 31 October 2006 at 8:16 PM

Here is a much more compelling example, using Victoria 3.

Dragontales posted Tue, 31 October 2006 at 9:33 PM

I don't know for sure, but I would suspect this issue is at least partially based on the number of polygons the shirt has.  I haven't done any tests, but I would like to know how a shirt with a much higher resolution mesh would act.

Dragontales


infinity10 posted Wed, 01 November 2006 at 1:54 AM

http://www.info-based.com/kosher/G2Koji/hlfjktpreview02.jpg

I know this isn't a very good picture, but I did make an open jacket for G2Male Koji, and it flows nicely as he moves, even with arms down.

(The open front is intentional !  It isn't a splitting centre seam.)

I think you may want to play with the cloth settings.  I use PhilC's cloth presets which he makes available free at his website.  A more flowing material will not scrunch up as much.

Hope you get your problem solved.

 

Eternal Hobbyist

 


MrGorf posted Wed, 01 November 2006 at 9:43 AM

Hmm, this looks a little better. I quad-divided the Vicky shirt; in the first image, it's around 5500 polygons. In this image it's around 22,000 polygons. I think a good strategy might be to notice places that need more definition, like the sleeve areas, and make a denser mesh there, while using a lower polygon count in areas like the back which don't change too much.

Infinity, thank you for pointing out those cloth presets on PhilC's site. I'm sure that would add some better realism overall. I think the cloth room's results remind me most of a surgeon's outfit in the way they drape, but maybe these presets can improve things further.

And your jacket looks pretty good, by the way.

So, I guess it's not impossible, but it is more challenging than, say, a skirt. If I get this figured out, I can tackle what's even harder, dynamic pants!