Forum: Poser - OFFICIAL


Subject: tearing clothing in P7

davlin opened this issue on Mar 12, 2008 · 24 posts


davlin posted Wed, 12 March 2008 at 3:18 PM

Hi peeps.....I need to do some clothing work such as tearing and ripping etc to portray a badly truamatised character (M3) after an accident....this is an animation btw.
I would love to hear from you to advise the best way to start on this because I really can't see how.......of course it may not be possible.The clothing is dynamic (Trenchcoat) so animation 
will be used as he runs .
I hope you can help

Dave 


thefixer posted Wed, 12 March 2008 at 3:40 PM

Attached Link: http://www.renderosity.com/mod/gallery/index.php?image_id=1349666

Don't know if it will work for dynamic [It should] but I use transmaps for this, the attached image from my gallery shows this.

The outfit is the Cossack by renapd in the RMP so you can see the before there!

Injustice will be avenged.
Cofiwch Dryweryn.


thefixer posted Wed, 12 March 2008 at 3:41 PM

If you don't know how to do transmaps, there's a tute on my web site!!

Injustice will be avenged.
Cofiwch Dryweryn.


davlin posted Wed, 12 March 2008 at 3:49 PM

Many thanks for so quick a response...I shall look at your links and try to educate myself...hehe.
I shall let you know how it goes..
Thank you again
Dave


davlin posted Wed, 12 March 2008 at 4:09 PM

I've downloaded your tutorial.......I think you have saved my life...I've never done transmapping so
it'll be good experience.
Your gallery image is outstanding and beautifully done.
I seem to recognise a lot of your Welsh hills.....lol.

Thank you very much

Dave


Niles posted Thu, 13 March 2008 at 12:41 AM

 *... a badly truamatised character (M3) after an accident...

*That has to be the best description of M3 that I have ever heard.


davlin posted Thu, 13 March 2008 at 5:26 AM

LOL........


EnglishBob posted Thu, 13 March 2008 at 7:28 AM

Attached Link: http://www.morphography.uk.vu/public/torndress.jpg

No disrespect to thefixer's image, but the trouble with transmapping is that the shreds of cloth don't hang as they should. If you're willing to put in the effort, shredding a dynamic cloth mesh in a modeller will give a more realistic effect - you will still need a transmap, by the way, to get the frayed edges correct. The link leads to a work in progress. I haven't attached it since it contains violence.

thefixer posted Thu, 13 March 2008 at 8:04 AM

*No disrespect to thefixer's image

*None taken [even if you are English, LOL], I'd be interested in a tute for that if you have one coming, can it be done in Hex2? I just got that but haven't started using it yet!!

Injustice will be avenged.
Cofiwch Dryweryn.


EnglishBob posted Thu, 13 March 2008 at 8:38 AM

I took a simple dress that I'd made based on my QuickDress, and cut it up using Anim8or. I'm sure Hex could do the job just as well, probably better. Starting from an existing piece of clothing could be harder, depending on how it was made; of course it would need to be suitable for use as dynamic cloth, even if it was originally conforming. The triangulation you can see here is where the tears cut across the corner of a rectangular facet, giving it five edges. Poser doesn't like pentagons much so I triangulated by hand to avoid them. Edited to add: Actually, the dress shown here is a later version to that shown in my first linked picture, which is why the tears don't match up. ;) I haven't made the transmap for the later version yet.

thefixer posted Thu, 13 March 2008 at 9:08 AM

Cool, I'll look into that, could be very useful.
Sometimes you just need torn clothing for an image, too clean doesn't work eh!!
Thanx!

Injustice will be avenged.
Cofiwch Dryweryn.


davlin posted Thu, 13 March 2008 at 9:09 AM

Thanks for the help fixer and Englishbob......Can I assume the workflow would be something
like...1...copy garment obj to 3d app (c4d in my case)
           2..cut in 3d app.
         3...export from app into
          uvmapper and tidy up cuts etc.
         put obj back in poser and use on model.........sounds quite simplistic and I'm sure it's not....lol

Dave


EnglishBob posted Thu, 13 March 2008 at 9:18 AM

How simple it is depends on how simple the clothing mesh is, so you really have to take it on a case by case basis - but you have it about right there. Anim8or preserves the original UV mapping through the cutting process, so there was no need to remap, with the advantage that the original textures still work. You may want to weld vertices though, if the original was conforming, to make sure it doesn't fall apart when you run the cloth sim. Yes, I know that's the point, but you want the falling apart to be controllable. :)


davlin posted Thu, 13 March 2008 at 5:32 PM

I've decided to try" Fixers" transmapping for a starter........and it works and it seems straight forward but for one slight setback....hehe.......in preview it looks really good with see throught to m3 inside coat slashes but in full firefly the "slashes" stay black and non transparent........what am I doing wrong
folks....sorry to be a pain.

Thanks again all

Dave


Conniekat8 posted Thu, 13 March 2008 at 6:03 PM

Quote - I've decided to try" Fixers" transmapping for a starter........and it works and it seems straight forward but for one slight setback....hehe.......in preview it looks really good with see throught to m3 inside coat slashes but in full firefly the "slashes" stay black and non transparent........what am I doing wrong
folks....sorry to be a pain.
Dave

Sometimes there is not enough light under the clothing to show the character skin, and things render out black. Even more so if the clothing is not body tight.
This is dependent on your scene lighting and on material settings.
It threw me off the first time I saw it....

But to be sure, could you post a screenshot?

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Conniekat8 posted Thu, 13 March 2008 at 6:18 PM

Alsio, in addition of the transparency map being plugged in, the transparency value needs to be dialed to 1... but I think if you don't dial it to 1, it won't show transparent in the preview.

Also, check your render settings

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davlin posted Thu, 13 March 2008 at 6:54 PM

This is preview

Thanks "Connie".........the clothing is loose fitting and I'm not really set with any lighting because it was a quick test.......I'll do some light pos tests......from inside coat but if this is the prob then my animation is gonna be a nightmare....lol.
I've got two files to show the prob i've attatched one..mmm....I think........

Dave


davlin posted Thu, 13 March 2008 at 6:54 PM

This is rendered

davlin posted Thu, 13 March 2008 at 7:14 PM

I'll fiddle about with settings but I got a feeling I'm missing something and I bet it will be something really stupid....it usually is with me......hehe.
Yep my trans settings seem ok ie set at 1....

An extra saucer of milk for responding.

Dave


svdl posted Thu, 13 March 2008 at 9:49 PM

The coat is double sided - the black patches that appear at the slashes are the backfaces of the polygons that make up the coat's lining.
You'll have to make a matching transmap for the coat lining and apply that to the lining material too.
By the way, because the coat is double sided, it's not a good candidate for dynamic cloth.

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davlin posted Fri, 14 March 2008 at 6:22 AM

Thank you svdl.......I had a feeling that the coat was not a good choice for what I wanted.
I'll try your suggestion as unfortunately I'm committed to using the damn trench coat  .
If I cannot select "inner" coat in material room to add extra trans am I snookered and back to the drawing board......lol
Thanks again

Dave


MistyLaraCarrara posted Fri, 14 March 2008 at 9:36 AM

Could you make the coat lining invisible? 

Or make the lining a new Material group and make it transparent?

Rgds,
Lara



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davlin posted Fri, 14 March 2008 at 10:02 AM

Thanks "Misty" that's what I was thinking.....can't test it yet my poser pc is rendering.....hehe....but
if the inner lining is selectable great but I don't recall seeing it......I will report back and let peeps know when I can get my hands free.....lol

Dave


EnglishBob posted Fri, 14 March 2008 at 10:33 AM

Unfortunately, the cloth room will simulate surfaces which have been made transparent just the same as visible ones. You may be able to delete the lining altogether with the grouping tool, but that would stop any morphs working, if that matters.