Forum: Poser - OFFICIAL


Subject: Dynamic Clothes for M4

basicwiz opened this issue on Apr 21, 2010 · 201 posts


basicwiz posted Wed, 21 April 2010 at 2:35 PM

 While I'm here...

I'm in love with dynamic clothes for my characters. They solve so many issues so easily.

The problem: There seem to be so few dynamic items for M4. Does anyone know of any? I'm especially looking for: shorts, jeans, pull over shirt, button up shirt, suit (I know... I don't want much).

Anyone know of sources? I have no objection to paying, so not asking just for freebees.

And yes, I know how to export a conforming item to an obj and back... It seldom works (right). I'm looking for things ready to go out of the box.


LaurieA posted Wed, 21 April 2010 at 3:32 PM

I agree with you - dynamics is awesome ;o). I've been slowly making dynamic clothing, but nothing for Mike yet, tho I'll put him on my list and squeeze him in if I have time (although, I normally have precious little of that ;o)). As for other stuff, there just isn't much dynamic clothing available period, much less for Mike :o(.

Laurie



estherau posted Wed, 21 April 2010 at 6:37 PM

 there's a very nice martial arts gi for him somewhere here in the MP and I can make it work on freak 4 by morphing M4 into F4 during the sim.
Love esther

MY ONLINE COMIC IS NOW LIVE

I aim to update it about once a month.  Oh, and it's free!


estherau posted Wed, 21 April 2010 at 6:40 PM

Attached Link: http://www.renderosity.com/mod/bcs/index.php?ViewProduct=78084

 okay here it is.  I like the way it appears to have thickness and seams unlike a lot of dynamic clothes that just have seams painted onto the textures. Love esther

MY ONLINE COMIC IS NOW LIVE

I aim to update it about once a month.  Oh, and it's free!


basicwiz posted Wed, 21 April 2010 at 10:05 PM

I know dynamic clothing is a catch 22 for the modelers... They are (I'm told) much easier to make, but so many people are scared off by the cloth room, so they get forced into spending more time to make conforming clothes. Wonder what I'd have to pay up front to get some modeler to make what I want then s/he could go ahead and sell them for gravy?????? 


LaurieA posted Wed, 21 April 2010 at 10:17 PM

You could ask some of the vendors that sell dynamic clothes, but I've heard they don't sell well either ;o). And they are easier to make in that you don't have to rig them, create morphs, etc. - just model, texture and done.

I've wondered why a lot of folks are afraid of the cloth room (myself included before). I saw one tutorial, that was all it took. I was hooked ;o). It's actually quite easy. When you consider that you can use any morph, any pose and it looks great it makes it a great choice.

Laurie



basicwiz posted Wed, 21 April 2010 at 10:31 PM

 Yeah, Laurie... it's actually easier than spending the endless hours tweaking with conforming clothes that break with tight bends of limbs... with having to adjust the drape of clothes against body parts... just POOF! Run the simulation and it's all done for you.

The one thing that it took me a little time to twig on was that you do your morphs and posing at frame 15 (or 30 if you're going the long route) not frame 1. Took me a year to figure out why my large-breasted girls kept spilling through the cloth on the sim... Hey... start with vanilla Vickie and let the sim do all the work. DUH!

Again, it's what people first learn that they are comfortable with, and conforming clothes are easier for the newbies. Just wish there was a way that the clothing could be easily converted to dynamic, but I haven't found it. All the grouping advice that is dispensed tells me that it needs to be done, but doesn't gibve a clue as to how to judge what group what areas belong in.

Hmmmm. Now THERE's a tutorial for someone to write!!!


basicwiz posted Wed, 21 April 2010 at 10:36 PM

Another interesting thought...

Do Dynamic clothes HAVE to be made for a specific figure? I.E. do the breast areas have to be made fuller for females and the hip areas tighter for the males, or is this one size fits all? Perhaps someone might be able to make some $$$ off a unisex set of dynamic clothes.... or at least a generic male set and generic female set.

I probably have missed something here, since I don't model, but the principle sounds good to someone looking at this through the Poser user screen.

(I'm sorry... I'm sure it's obvious I can't sleep tonight.) 


LaurieA posted Wed, 21 April 2010 at 10:55 PM

I made a dress for Angela that I converted for Antonia. It took quite a bit of scaling and some well placed magnets to hike certain areas into place before I could run a sim and get it to fit her moderately well. I imagine if the clothing item is modeled around a female, it wouldn't flatten enough around the "boobage" to look all that good on a fella ;o). That having been said, it is possible to make a clothing item made for a female figure to fit another different female figure and I guess it would be the same thing for male to male figures. I'd imagine if you tried to fit a male clothing item to a female it would stretch terribly around the bust and look awfully tight, but some might like that sorta thing...lol.

Laurie



basicwiz posted Wed, 21 April 2010 at 11:05 PM

Quote - I'd imagine if you tried to fit a male clothing item to a female it would stretch terribly around the bust and look awfully tight, but some might like that sorta thing...lol.

Laurie

ROFL ;)


LaurieA posted Mon, 26 April 2010 at 12:15 PM

Well...the rolled sleeve tee shirt is turning out to be harder than I thought...lol. It's a challenge, what can I say ;o).

This is what I have so far....neckline and hem are not modeled yet. I think any wrinkling on the rolled sleeves would be better achieved by a displacement map rather than modeling since the sim would most likely pull any folds out anyway ;o).

Laurie



basicwiz posted Mon, 26 April 2010 at 1:58 PM

 I wouldn't worry a great deal with the rolled sleeves... just an idea I had. What you've got looks gr-r-r-r-r-r-eat! Can't wait to texture it!

BTW... if it's an either/or rolled sleeves or regular, I'll take regular.


LaurieA posted Mon, 26 April 2010 at 2:28 PM

> Quote - ...BTW... if it's an either/or rolled sleeves or regular, I'll take regular.

Truth is, once most of it is done, making straight sleeves is the easy part ;o). I can just make straight sleeves out of the rolled parts and have both ;o). At any rate, I spent this much time doing the rolled sleeves, I'm not gonna chuck em now...lol.

I think I have the rolled sleeves looking the way I want them. I just need to fiddle some more with the neckline and do something at the hemline and it's off to the fun part - uv mapping. Well, not so fun ;o).

Laurie



basicwiz posted Mon, 26 April 2010 at 2:40 PM

 I think it looks tough as nails! VERY NICE!

I'm going to show my ignorance: Is there more to creating the uv map than running UV Mapper? (Remeber... I've never done the part you are doing!)


LaurieA posted Mon, 26 April 2010 at 3:25 PM

Quote -  I think it looks tough as nails! VERY NICE!

I'm going to show my ignorance: Is there more to creating the uv map than running UV Mapper? (Remeber... I've never done the part you are doing!)

If you want the template to lay flat, there is ;o). UV Mapper (or at least the version of Pro that I have) will only map in Planar, Cylindrical, Cylindrical Cap, Spherical and Per Facet. None of these is ideal for getting a flat map. You're better off doing English Bob's tute on using UVM and Roadkill together since Roadkill does a superior job as compared to UVM. Roadkill's only downfall is that is destroys the groups (which you can get back by exporting uvs in UVM and then importing them back). But it makes really nice uv maps, especially for clothing. It helps immensely if you are able to stitch and cut, which Roadkill does and UVM doesn't, at least the version I have.

Laurie



LaurieA posted Tue, 27 April 2010 at 12:48 PM

And there we have it...Mr. He-Man Mike with his tough-guy tee shirt ;o). Less than a day from start to finish including quicky birch texture - can't do that with conforming clothing...lol. Although now I look at that texture I think it needs some good old-fashioned dirt! LOL. Maybe some greasy hand prints ;o).

Laurie



LaurieA posted Tue, 27 April 2010 at 12:59 PM

Quote - Just wish there was a way that the clothing could be easily converted to dynamic, but I haven't found it. All the grouping advice that is dispensed tells me that it needs to be done, but doesn't gibve a clue as to how to judge what group what areas belong in.

Hmmmm. Now THERE's a tutorial for someone to write!!!

I think it's easier to convert the clothing if you already model ;o). If you don't, then there isn't much you can do without getting really confused. As far as deciding which group goes where, dynamic clothing does take some thought....a good rule of thumb is, if there's really nothing horizontal to hold something up, you have to add a constrained group - like a waistline on a skirt for instance. If it's a dress and the waistband isn't fitted, then you don't need to constrain the waistband or even the neckline if the neckline opening is smaller than the shoulders are wide. That tee I made for Mike has no constrained groups in it because there's nothing that would make it slide off... I did have to select a small sliver at the inside of that rolled cuff and add as a soft decorated group so that it wouldn't collapse during the sim. Putting the whole cuff in the soft-decorated group just looked "off". Pants would need a constrained group at the waistband to keep them from sliding down as well as something with spaghetti straps for instance. If the shoulder is anything but horizontal, it'll just keep sliding down until it slides off ;o).

Soft-decorated groups hold a general shape, constrained groups keep things where they are and hold their shape...I haven't run into a circumstance where I've needed to use a rigid group yet, but I'm sure I will ;o).

Hope that made sense ;o).

Laurie



basicwiz posted Tue, 27 April 2010 at 1:03 PM

The texture you've used looks better than any I've tried. Where did it come from? 


LaurieA posted Tue, 27 April 2010 at 1:20 PM

Quote - The texture you've used looks better than any I've tried. Where did it come from? 

Photoshop. White fill, add noise, motion blur, brightness/constrast....lol ;o). Makes a nice birch.

Laurie



basicwiz posted Tue, 27 April 2010 at 1:30 PM

 Just got it! Really looks nice!

I'll see what variations I can come up with and get back to you.


LaurieA posted Tue, 27 April 2010 at 1:33 PM

I was thinking of making a blue birch version, mostly just cause the hub has one and I like the color...lol.

Laurie



witchdidi posted Tue, 27 April 2010 at 1:53 PM

Quote -
I think it's easier to convert the clothing if you already model ;o). If you don't, then there isn't much you can do without getting really confused. As far as deciding which group goes where, dynamic clothing does take some thought....a good rule of thumb is, if there's really nothing horizontal to hold something up, you have to add a constrained group - like a waistline on a skirt for instance. If it's a dress and the waistband isn't fitted, then you don't need to constrain the waistband or even the neckline if the neckline opening is smaller than the shoulders are wide. That tee I made for Mike has no constrained groups in it because there's nothing that would make it slide off... I did have to select a small sliver at the inside of that rolled cuff and add as a soft decorated group so that it wouldn't collapse during the sim. Putting the whole cuff in the soft-decorated group just looked "off". Pants would need a constrained group at the waistband to keep them from sliding down as well as something with spaghetti straps for instance. If the shoulder is anything but horizontal, it'll just keep sliding down until it slides off ;o).

Soft-decorated groups hold a general shape, constrained groups keep things where they are and hold their shape...I haven't run into a circumstance where I've needed to use a rigid group yet, but I'm sure I will ;o).

Hope that made sense ;o).

Laurie

Thanks Laurie for this! I've just started learning to model and I've actually rigged a couple of items but I would like to understand how dynamic clothes work better and that helped. :)

Be mad...until proven genius.

Sitting quietly in the corner does not make one the class fool.

- Didi


RDNA Store


TrekkieGrrrl posted Tue, 27 April 2010 at 3:55 PM

 NICE looking shirt!

As for Dynamic clothes being easier to make than conforming ditto, I'd say yes.. to a point.. as long as we're talking simple stuff, it's a lot easier, but at least I have a lot of problems getting things like pockets and buttons ect to "stick" when I make dynamics. I know it requires welding but even when I think I've welded everything just fine.. it often comes apart when I run the sim.. so.. I guess I'm not good at welding L

What kind of clothes are you looking for? I'm not promising anything but I'm slowly trying to get back into Poser and modeling after a long break... still not REALLY sure if it's over which is why I'm not making any promises, but.. there's light at the end of my personal tunnel at the moment so I hope...

FREEBIES! | My Gallery | My Store | My FB | Tumblr |
You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
  Using Poser since 2002. Currently at Version 11.1 - Win 10.



LaurieA posted Tue, 27 April 2010 at 4:22 PM

I make double sure things are welded...when I import the object into Poser I check "Weld identical vertices" ;o). I use Wings to model and sometimes when you 'think' something is welded, turns out it's not...lol.

And welcome back BTW! I was wondering where you went! ;o)

Laurie



estherau posted Tue, 27 April 2010 at 7:02 PM

 this looks great!  r u going to sell it?
love esther

MY ONLINE COMIC IS NOW LIVE

I aim to update it about once a month.  Oh, and it's free!


basicwiz posted Wed, 28 April 2010 at 10:10 AM

 Esther,

As soon as I get some textures done for it, you just might be surprised what winds up in the freebee corner.

Be extra nice to Laurie! She did wonders with this idea!


LaurieA posted Wed, 28 April 2010 at 6:40 PM

Mikey loves the brainy girls ;o)....lolol!

Sorry, couldn't resist. I still want one of those tee shirts - a REAL one...hehe.

Yes, yes...I goof off waaaaayyy too much ;o).

Laurie



estherau posted Wed, 28 April 2010 at 6:46 PM

 wow, it really looks great!

MY ONLINE COMIC IS NOW LIVE

I aim to update it about once a month.  Oh, and it's free!


basicwiz posted Thu, 29 April 2010 at 1:22 PM

 Hi LaurieA,

I just wanted you to know that I'm not MIA. The modeling you've done is SO hyper real, I've not found the texture that measures up yet. I'm in the process of stretching one of my T's out tight and taking digital pictures of the main texture, and all the stitchings... see if I can't derive something usable along with some decent bump maps from all of this.

Just didn't want you to think I had dropped the ball!

P.S. My test texture right now has the legend: "I can't help it if the girls think I'm HOT!"


LaurieA posted Thu, 29 April 2010 at 1:45 PM

I didn't think you were...lol. I was just finishing up the standard tee (no rolled sleeves). BTW, with the new sleeves, I did wanna try to keep the mapping consistent, but didn't succeed :o(. At least you have both kinds now tho ;o). I'll get it all wrapped up for you in a bit...

Laurie



flibbits posted Sun, 02 May 2010 at 6:40 PM

I don't see much in the way of dynamic clothing for anyone?  People who have some dynamic stuff for various figures can post some links to these items.



LaurieA posted Sat, 15 May 2010 at 2:47 PM

Me again basicwiz:

Didn't want you to think I forgot about you. I'm still chipping away at Mike's jeans ;o).

Laurie



ice-boy posted Sat, 15 May 2010 at 3:25 PM

Quote - Mikey loves the brainy girls ;o)....lolol!

Sorry, couldn't resist. I still want one of those tee shirts - a REAL one...hehe.

Yes, yes...I goof off waaaaayyy too much ;o).

Laurie

can you show the wireframe from the shirt around the neck?

thanks


LaurieA posted Sat, 15 May 2010 at 3:38 PM

I didn't like the way the neck on the rolled sleeve tee turned out. I like the one on the regular tee much better. I think I'm going to put the sleeves from the rolled tee onto the regular tee ;o).

Laurie



ice-boy posted Sat, 15 May 2010 at 3:43 PM

i always have problems giving clothes tickness. or maybe my settings in poser are wrong?


LaurieA posted Sat, 15 May 2010 at 3:51 PM

I normally select the row of faces surrounding the hole and do a shell extrude. It makes a separate group. Leave it like that and import into Poser. Don't weld the neckline and add the polys from the neckline to a soft-decorated group.

Laurie



ice-boy posted Sat, 15 May 2010 at 3:54 PM

so poser calculates the shirt. but the neckline is just sticking to the shirt and is not in the calculation?

thats fantastic.


LaurieA posted Sat, 15 May 2010 at 3:58 PM

well, the neckline is included in the calculation, but since it's sitting on top of the main body of the shirt, the main part of the shirt collides with it instead of passing through it and the neckline holds it's shape because it's in a soft-decorated group :o). Cloth self-collision must be turned on in your sim.

Laurie



ice-boy posted Sat, 15 May 2010 at 4:10 PM

i thought that soft decorated groups are not calculate and that they just folow the main body.


basicwiz posted Sat, 15 May 2010 at 4:16 PM

Looks great, Laurie!

I've about got some textures ready to go for the shirts. Took a while to get one photographed that really looked like what it's supposed to be.

Is it ok for me to post this when I'm done? Also, where... Obviously here, but do we do it under my account or yours? I've got "by LaurieA with textures by basicwiz" in the readme, but if you prefer to post it as one of yours I'm perfectly OK with that. (I just wanted the piece for myself!!!!!)

The jeans are looking great! Let me know why you need testing/textures et al. BTW... I've got Allen's Jeans Texture set from over at Poserwld. It's a free merchant resourse and looks very good. I was planning to use it. It has main texture, pockets, snaps, brads, zippers... in short, about everything you need.

Hugz!

TW 


LaurieA posted Sat, 15 May 2010 at 4:32 PM

Do it however you like basicwiz....makes no difference to me ;o).

Laurie



LaurieA posted Sat, 15 May 2010 at 4:33 PM

Quote - i thought that soft decorated groups are not calculate and that they just folow the main body.

Well, if that's true then, it still works ;o).

Laurie



basicwiz posted Sat, 15 May 2010 at 4:46 PM

 That's "WHEN" you need testing... NOT "WHY!"


TrekkieGrrrl posted Sat, 15 May 2010 at 5:24 PM

 Hint-hint nudge -nudge.. A certain website has its 8 year anniversary on Monday.. There's gonna be a freebie there to celebrate it.. and it is something that I think the OP will like ;)

like this:

More hint.. the website's name is sorta kinda like the same as mine ;)

FREEBIES! | My Gallery | My Store | My FB | Tumblr |
You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
  Using Poser since 2002. Currently at Version 11.1 - Win 10.



teknology3d posted Sat, 15 May 2010 at 6:27 PM

Here is a shirt
http://www.teknology3d.com/store/index.php?act=viewProd&productId=372


basicwiz posted Sat, 15 May 2010 at 11:01 PM

I'll be there, TG!!!! And thanks for the heads up! 


estherau posted Sun, 16 May 2010 at 3:51 AM

 LaurieA - those jeans look awesome.  what I reckon though is the jeans should be hybrid, with conforming top part and dynamic lower limbs.
Love esther

MY ONLINE COMIC IS NOW LIVE

I aim to update it about once a month.  Oh, and it's free!


TrekkieGrrrl posted Sun, 16 May 2010 at 5:08 AM

 But Estherau..(most of) the idea of dynamic pants were that you could get a real-looking package thing in them. With conforming top, the whole thing might as well be conforming... it's not like jeans are THAT "flappy" at the legs.. unless we're talking huge flared Flower Power pants L and even then, the fabric is fairly stiff :)

Oh and basicwiz.. Apparently I tryped this past midnight without being aware of it L Anyway it's on the 18th, and I'll make sure to get them up at Midnight, CET ;) )

FREEBIES! | My Gallery | My Store | My FB | Tumblr |
You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
  Using Poser since 2002. Currently at Version 11.1 - Win 10.



estherau posted Sun, 16 May 2010 at 5:12 AM

 well I think real jeans are pretty much conforming looking around waist, hips and butt, but around the legs they are a little bit flappy and wrinkled looking with back of knee and groin etc.  It would make it easier f it was a hybrid. I don't actually care about the package.  Just a little ken type bulge would be fine.
The package gets a bit squished anyway inside clothes doesn't it?  
either way, those jeans look awesome.  most dynamic clothes look thin like tissue paper and have no modelled seams etc.
Love esther

MY ONLINE COMIC IS NOW LIVE

I aim to update it about once a month.  Oh, and it's free!


TrekkieGrrrl posted Sun, 16 May 2010 at 5:49 AM

 :) Actually I haven't modeled seams.. or at least only a select few of them (mostly to keep frack of where they are on the UV template) - they're enhanced with a displacement map :) 

Mostly, modelled details tend to smother out when the simulation is run anyway. Sure you can contrain and "decorate" and whatnot all the goups, but it also affects how it moves so I find carefully made displacement maps work better on dynamic clothes. I've done pockets and buttons ect that way, and it looks fine :) (well not on a super closeup, but how often DO you make a close up of a button anyway? L)

FREEBIES! | My Gallery | My Store | My FB | Tumblr |
You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
  Using Poser since 2002. Currently at Version 11.1 - Win 10.



ice-boy posted Sun, 16 May 2010 at 7:06 AM

> Quote - I normally select the row of faces surrounding the hole and do a shell extrude. It makes a separate group. Leave it like that and import into Poser. Don't weld the neckline and add the polys from the neckline to a soft-decorated group. > > Laurie

i tryed it but i dont think i did it right because it didnt work.
like this? 


ice-boy posted Sun, 16 May 2010 at 7:07 AM


LaurieA posted Sun, 16 May 2010 at 7:34 AM

No ice-boy...not like that. I have no idea what modeler you are using, but when you select faces in Wings and do a Shell Extrude it creates a completely new and separate group - not attached to the originating mesh at all, only sitting on top of it.

I don't know if you can see the seams in this screenie, but they are all essentially "floating" on top of the base jeans mesh underneath. The beltloops, fly, seams and waistband are not welded to the main body of the jeans. I put them in a soft decorated group and they not only hold their shape, but also follow the drape of the main part of the jeans and still collide with them so that the underlying jeans don't come up through the seams/hems, etc.

Laurie



LaurieA posted Sun, 16 May 2010 at 7:41 AM

Here's an image of a simple cylinder. I cut the edges through the middle and slid the row of edges up to the top. I then selected the top row of faces and did a shell extrude. If you look to the red box on the right you'll see my geometry graph and outliner. There are now TWO separate groups - the main original cylinder and the faces that I extracted from the cylinder. I extruded the new group from the faces of the original group along the face normals.

If I did a simple Extrude command, the new faces would still be attached to the original mesh. That's why I do a Shell Extrude.

Laurie



LaurieA posted Sun, 16 May 2010 at 7:49 AM

The result would more resemble this. The red being the faces of the shell extruded mesh and the green being the faces of the original mesh. The shell extruded mesh has faces on all four sides. This allows the underlying mesh to collide with it. If you don't turn on Cloth Self-Collision and put the red faced group in a soft-decorated group, they will collapse during a sim and the green faces will pass up through the red faces and look terrible.

Having said that, I'm sure there are other ways to accomplish hems and things. This is just how I do them and they work for the most part, unless of course I happen to have a stray vertice from the groups sitting on top of the main mesh pushed behind the underlying mesh.

Laurie



estherau posted Sun, 16 May 2010 at 7:59 AM

 you are brilliant! (not that I understand it, but it sounds brilliant)

MY ONLINE COMIC IS NOW LIVE

I aim to update it about once a month.  Oh, and it's free!


LaurieA posted Sun, 16 May 2010 at 8:01 AM

Quote -  you are brilliant! (not that I understand it, but it sounds brilliant)

Thanks, but I didn't invent it....lol. It's how the cloth sim works ;o).

Laurie



estherau posted Sun, 16 May 2010 at 8:06 AM

 you know the secret of the cloth sim!  that's brilliant in my book.

MY ONLINE COMIC IS NOW LIVE

I aim to update it about once a month.  Oh, and it's free!


basicwiz posted Sun, 16 May 2010 at 8:47 AM

Estherau...

LaurieA IS brilliant. I'll say that about anyone who can wrap their mind around a &^%#@$% modeling program!!!!! Much less, understand how to make dynamic clothing work! I've tried to convert countless pieces and never have made it really work right with a convert.  


LaurieA posted Sun, 16 May 2010 at 8:52 AM

Quote - ... I've tried to convert countless pieces and never have made it really work right with a convert.  

You have to think hard about what you want in what group sometimes, especially if the clothing has a lot of parts ;).

And if I'm brilliant, then there's just not much hope for the world...lol. Idiocracy comes to mind ;o).

Laurie



LaurieA posted Sun, 16 May 2010 at 12:04 PM

> Quote -  :) Actually I haven't modeled seams.. or at least only a select few of them (mostly to keep frack of where they are on the UV template) - they're enhanced with a displacement map :)  > > Mostly, modelled details tend to smother out when the simulation is run anyway. Sure you can contrain and "decorate" and whatnot all the goups, but it also affects how it moves so I find carefully made displacement maps work better on dynamic clothes. I've done pockets and buttons ect that way, and it looks fine :) (well not on a super closeup, but how often DO you make a close up of a button anyway? *L*)

These seams are all modeled. They drape nicely against the underlying jeans. So long as the modeled seams are ever-so-slightly above the main body of the jeans and no verts in those groups are behind the main jeans mesh, they're fine. These are even in a soft decorated group so that they don't collapse.

Sorry about the dark shadows...I have to have them, or you wouldn't be able to see the seams very well with that generic jeans texture on them. Since it's a bit noisy it tends to not make the seams very visible. That'll look better when I get a proper jeans texture on them ;o).

My goal is to make dynamic what looks like it would be conforming since I love dynamic drape but love conforming's details ;o). Not sure if I've succeeded, but I'm trying...lol.

Laurie



ice-boy posted Sun, 16 May 2010 at 12:18 PM

> Quote - Here's an image of a simple cylinder. I cut the edges through the middle and slid the row of edges up to the top. I then selected the top row of faces and did a shell extrude. If you look to the red box on the right you'll see my geometry graph and outliner. There are now TWO separate groups - the main original cylinder and the faces that I extracted from the cylinder. I extruded the new group from the faces of the original group along the face normals. > > If I did a simple Extrude command, the new faces would still be attached to the original mesh. That's why I do a Shell Extrude. > > Laurie

i understand now. i tryed this same technique last year. and it didnt work. thatas why i stop using it.

it allways collapses together. see? :)


LaurieA posted Sun, 16 May 2010 at 12:28 PM

What are your simulation settings? Do you have Cloth Self Collision checked? Did you put the neckline in a soft decorated group? Is your soft decorated group 4 sided (I'm referring to the neckline)?

Laurie



LaurieA posted Sun, 16 May 2010 at 12:34 PM

Quote - > Quote - Here's an image of a simple cylinder. I cut the edges through the middle and slid the row of edges up to the top. I then selected the top row of faces and did a shell extrude. If you look to the red box on the right you'll see my geometry graph and outliner. There are now TWO separate groups - the main original cylinder and the faces that I extracted from the cylinder. I extruded the new group from the faces of the original group along the face normals.

If I did a simple Extrude command, the new faces would still be attached to the original mesh. That's why I do a Shell Extrude.

Laurie

i understand now. i tryed this same technique last year. and it didnt work. thatas why i stop using it.

it allways collapses together. see? :)

what that image tells me is that you have some or all of the backside verts of the neckline group on the inside of the main shirt mesh. Move them out...

Go inside the shirt and make sure all those verts are not anywhere on the inside. Am I making sense to you at all? Think of it like this...if you have a mesh of a four sided cube on top of a plane and you make the plane dynamic and collisions are on then the plane will not pass through the cube...unless the cube is part of the way down into the plane when the sim is started. The dynamic part of the cloth will collide with the soft decorated group if it hits faces of the opposite normals...

Laurie



ice-boy posted Sun, 16 May 2010 at 12:41 PM

Quote - What are your simulation settings? Do you have Cloth Self Collision checked? Did you put the neckline in a soft decorated group? Is your soft decorated group 4 sided (I'm referring to the neckline)?

Laurie

yes,yes,yes.

i was doing test like that for months. on my computer it never worked.

 you are lucky that it works to you. ;)


LaurieA posted Sun, 16 May 2010 at 12:42 PM

I don't think my computer or my copy of Poser 8 is unique to anyone elses....lolol.

Laurie



ShaaraMuse3D posted Sun, 16 May 2010 at 1:48 PM

 I tried this very thing with backpockets for jeans some while back.. I extruded a pocket above the underlying mesh and made it into a soft decorated group, but it never worked out.. They kept sinking into the mesh no matter what I did..


LaurieA posted Sun, 16 May 2010 at 2:02 PM

and this was checked?

Laurie



ShaaraMuse3D posted Sun, 16 May 2010 at 2:05 PM

 You know what, I am actually not sure. I tend to try all these things when I make something, but I might actually have forgotten about that..  When I get back to my jeans I will post here again if I run into the same thing. :)


estherau posted Sun, 16 May 2010 at 5:44 PM

 Laurie - those jeans look awesome!!!

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TrekkieGrrrl posted Sun, 16 May 2010 at 7:05 PM

 Well I've tried all kinds of groups L Soft decorated, rigid decorated, constrained.. you name it.. and I've never got it to work the way you do here. Are you SURE there isn't some awesome voodoo in your Poser (and then.. can I haz?!)

Hm I really need to try this out. If you can really make "layered" bits like this then it would make modeling dynamic clothes a LOT easier. But so far, every time I've tried (and yes, with Cloth self collision, I always check that one or it looks naff when it folds) , all the bits fall off and drop to the floor... >_<

back to the drawing board!

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LaurieA posted Sun, 16 May 2010 at 7:45 PM

Ok....let's see if I can explain all this in a sensible way...lol (I normally have trouble with that, so I'll do my best - don't expect much ;o)):

I make the model. I shell extrude the seams. I turn the model around to the inside so that I can see if any verts from the extruded parts are poking through to the inside of the part that will be dynamic. If any verts are pushed inside, I make sure I clean it up and push them back to the other side of the mesh. I save the model, leaving the separate groups and I don't weld anything. I export to obj.

I import into Poser with no import options checked. I start a new sim, making sure that Cloth Self-collision is checked. Then I clothify the item. I then tell it what to collide against (in this case, Mike...lol). Then I select the groups for the constrained parts. On these jeans, I have one row of faces at the waist of the main jeans mesh that I have grouped to constrain and I add that. I also add the waistband to the constrained group. Next, I add all the seams, the belt loops and the fly to the soft decorated group. I add the button to a rigid group.

I set the cloth settings to a rather stiff setting because they're jeans and run the sim...Nothing pokes through ;o). I'm not sure I'm doing much different than anyone else ;o).

Laurie



TrekkieGrrrl posted Sun, 16 May 2010 at 8:39 PM

 Well you are L because this obviously works !

Been busy with a render most of the evening (trying to grasp some of the concepts behind shaders ...) so I'm ready for a nice, relaxing bout of modelling now ROFL

Meh.. OTOH.. given that it's 3:40 am.. perhaps I should call it a day and continue tomorrow....

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estherau posted Sun, 16 May 2010 at 8:42 PM

Laurie, the biggest problem with dynamic clothes in poser was that they all looked thin and flat.  You have pioneered a new method and I think that now dynamic clothes could take off big time here!
Love esther
 

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TrekkieGrrrl posted Sun, 16 May 2010 at 8:58 PM

 Dynamic clothes have always benefitted from simple things like displacement. I agree that Laurie has taken this a step further.. for all I know she's the BagginsBill of the Cloth Room now! - but dynamic clothes doesn't need to look paper thin :) Even before Laurie added her touch of awesomeness to it!

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estherau posted Sun, 16 May 2010 at 9:55 PM

i like that.  the clothroom BB
 

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basicwiz posted Sun, 16 May 2010 at 10:05 PM

 Here here!


TrekkieGrrrl posted Sun, 16 May 2010 at 10:28 PM

 Where?

Seriously.. I always thought it was "hear, hear" (which is mimicked in the similar Danish expression "HØRT!" (meaning "heard!")

Am I totally off here or is it just because hear and here sounds somewhat alike in English?

(and please Basicwiz, I'm in no way making fun of you or saying it's wrong.. I'm just a foreigner who thought I knew an expression...)

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estherau posted Sun, 16 May 2010 at 10:30 PM

 I say here here too.

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basicwiz posted Sun, 16 May 2010 at 10:35 PM

Trekkie...

You are correct. In British english it IS "hear hear." Americans, being the worst people on the planet to bastardize the language have converted it to "here here."  There is an argument made that it means "agreement is found here" but my own opinion is, we have done it wrong for so long it is now an accepted form. 

No offense taken. I CAN assure you your English is far better than my Danish! The only Danish I know is what you order at a bakery. :)


TrekkieGrrrl posted Sun, 16 May 2010 at 10:41 PM

 Aha. So it's aBrit expression while Americans and Australians have made their own version? The old potahto-potaito discusion again :)  Since I was taught British English at school and Britain is still the closest Englsih speaking country here, I guess Itend to base my ideas of "correct/incorrect" of what's British and what's not. And of course that doesn't mean that neither American nor Australian is incorrect English. It's just another  dialect :) My own Danish dialect differs rather much from what's considered "correct Danish" as well L But at least in Danish we have several very very different SPOKEN dialects, but we spell things the same way L
(unless you deliberately write in dialect, but that isn't common)

ETA

Not sure now if it was Ronald Reagan or George Bush Sr who once said, while visiting Denmark.. "Danish... that's something I eat"

It's become something of a saying here ever since.. when you're characterizing "typical Americans" ;) Sorta like when Kennedy called himself a donut,  (since, as you may know, "Ein Berliner" is also the German word for a donut-like cake)

Yum now I want a donut! Heh and the first time I ever saw a donut (or munkringar) was in Sweden. I wonder if that's the origin of them.. I wouldn't be surprised...

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basicwiz posted Sun, 16 May 2010 at 10:46 PM

Interesting. I did not know about the different dialects of Danish.

Having been a radio announcer/college prof for a lot of years, I rather enjoy collecting dialects of English. (I can actually mimic about 15 different ones!)  I have written a number of characters in my novels and short stories in dialect. I agree. It is a REAL challenge!

However, let us not hijack this thread. I'm learning too much from LaurieA to let this learning opportunity slip away!!!!

Hugz,

The Wiz


ShaaraMuse3D posted Mon, 17 May 2010 at 2:25 AM

Quote - Ok....let's see if I can explain all this in a sensible way...lol (I normally have trouble with that, so I'll do my best - don't expect much ;o)):

I make the model. I shell extrude the seams. I turn the model around to the inside so that I can see if any verts from the extruded parts are poking through to the inside of the part that will be dynamic. If any verts are pushed inside, I make sure I clean it up and push them back to the other side of the mesh. I save the model, leaving the separate groups and I don't weld anything. I export to obj.

I import into Poser with no import options checked. I start a new sim, making sure that Cloth Self-collision is checked. Then I clothify the item. I then tell it what to collide against (in this case, Mike...lol). Then I select the groups for the constrained parts. On these jeans, I have one row of faces at the waist of the main jeans mesh that I have grouped to constrain and I add that. I also add the waistband to the constrained group. Next, I add all the seams, the belt loops and the fly to the soft decorated group. I add the button to a rigid group.

I set the cloth settings to a rather stiff setting because they're jeans and run the sim...Nothing pokes through ;o). I'm not sure I'm doing much different than anyone else ;o).

Laurie

I think I see where I've been doing things wrong. It's checking whether anything pokes through on the inside.. I've been assuming that when I simply extrude something that the vertices near the clothing wouldn't do that.. So the next time I get to this step, I'll definitely look into this. :)

Thanks!


ice-boy posted Mon, 17 May 2010 at 4:25 AM

i checked that its not poking through. i made sure that it was above . and it still moved inside.


LaurieA posted Mon, 17 May 2010 at 8:33 AM

The Brits invented English. We Americans have done our very best to mangle it...lmao. But I'd always used "hear, hear" too...

Laurie



LaurieA posted Mon, 17 May 2010 at 8:39 AM

I don't know what to tell you iceboy. Did you leave the extruded parts as separate groups within the prop?

Here's what I think is happening...I could be dead wrong, but like I said, it's only a theory...lol:

I think that when you have a separate unwelded group within the prop and place it in the soft decorated group and have cloth self collision turned on, the sim treats those parts like it does when it collides against the figure. When you turn on cloth self-collision you're basically telling the cloth to collide with itself. So long as your soft decorated groups are above everything else, it should collide with them. I guess I'm going to have to post ALL the settings I used just so that no one's confused and so you can see that I'm not doing anything different from the rest of you...lol. Give me a few minutes...I'm still in a fog. Just woke up and not enough coffee in me yet ;o)

Laurie



estherau posted Mon, 17 May 2010 at 8:42 AM

 while you're waking up and getting back on your feet:-

Can a double positive form a negative? A linguistics professor was lecturing to his class one day. "In English," he said, "A double negative forms a positive. In some languages, though, such as Russian, a double negative is still a negative. However, there is no language wherein a double positive can form a negative."

A voice from the back of the room piped up, 'Yeah, right.'

(I'm from australia though where we say yeah yeah rather than yeah right)
 

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ShaaraMuse3D posted Mon, 17 May 2010 at 8:44 AM

 Btw how does welding affect a soft decorated group? If I keep the decorated group away from the figure, won't there be a glitch? (Which could be quite visible in renders)


LaurieA posted Mon, 17 May 2010 at 8:54 AM

Those soft decorated groups of mine are NOT welded Grappo :o). Actually, they can't be anyway...they don't share any verts with the base mesh anymore because I've moved them out slightly. There's actually the tiniest sliver of space between the base mesh and my seams, etc. or the things that I put in the soft decorated group.

Laurie



LaurieA posted Mon, 17 May 2010 at 10:36 AM

Ok...

I apologize...I got side-tracked ;o).

Here are my settings. Rather simple and I'm sure not unique ;o).

Laurie



LaurieA posted Mon, 17 May 2010 at 10:41 AM

Here's a view from inside UVMapper. Because the main jeans mesh only has one side, it looks invisible when you look down into it. You can see though, that the soft decorated parts all have four sides to them. I theorize that the inside sides of these soft decorated groups are what the jeans are colliding against, just like they do the figure. I leave all these groups separate and don't combine them into a whole figure inside my modeler. I don't weld them either.

Laurie



LaurieA posted Mon, 17 May 2010 at 10:46 AM

Here is the list of groups as shown inside of UVMapper:

Of course, this is only one single prop of the jeans inside of Poser....you can only see these groups internally inside Poser with the group editor.

Laurie



LaurieA posted Mon, 17 May 2010 at 10:50 AM

I know all that will make sense to those of you who already make these kinds of things for Poser. I mostly just explained the rest of it for the folks who don't ;o).

Laurie



ShaaraMuse3D posted Mon, 17 May 2010 at 10:54 AM

 This is really nice Laurie. Thanks for sharing this. :)

I'm going to work on a shirt I'm doing tonight where I'm trying out a few different methods for seams and hems. I'll post the results here when I've got something!


ShaaraMuse3D posted Mon, 17 May 2010 at 10:55 AM

 Actually, the shirt I'm doing is for Vicky, so I should probably post it in the other dynamic clothing thread?


TrekkieGrrrl posted Mon, 17 May 2010 at 2:01 PM

 This is AWESOME, Laurie! I just tried it and WOW. It actually doesn't fall apart as I'd expected O.o

In these shorts, the waistband AND the ..er.. cuffs.. whatever they're called at the legs are totally separate and they're not welded or anyting... but they DO stay in place! I'm amazed.. I don't quite understand how it happens, but I don't care either as long as it DOES!

WEE! That'll mean lots of more details on Dynamic Clothes than what I thought was possible (for me at least!)


(yea just a quick and crude model because I wanted to test this out! L

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basicwiz posted Mon, 17 May 2010 at 2:06 PM

Lookin' GOOD, TG! 


ShaaraMuse3D posted Mon, 17 May 2010 at 2:11 PM

 I realized I had to get the latest Wings version (1.3) to get shell extrude. I only had 1.1.. :)

Got one question for you Laurie, since you are so good with this part.. I've attached an image where I've made a shell extruded a hem for a shirt, and softened the edges a little on the outside.. 

As you can see, the vertices can be seen on the inside too.. Do you know of any good method to push them all out slightly? If I do a move normal on faces or vertices it doesn't just push them out, and if I do an axis scale it doesn't do it evenly.. What's the best method of pushing them out just a little in the right direction?

The shirt is all UV mapped and ready.. It's just this part with layered soft decorated groups I haven't figured out yet. The side seams turned out perfectly too as a thin soft decorated group between the front and back of the shirt. (Worked nice when I wanted it to go inwards rather than outwards)


LaurieA posted Mon, 17 May 2010 at 4:27 PM

Quote -  I realized I had to get the latest Wings version (1.3) to get shell extrude. I only had 1.1.. :)

Got one question for you Laurie, since you are so good with this part.. I've attached an image where I've made a shell extruded a hem for a shirt, and softened the edges a little on the outside.. 

As you can see, the vertices can be seen on the inside too.. Do you know of any good method to push them all out slightly? If I do a move normal on faces or vertices it doesn't just push them out, and if I do an axis scale it doesn't do it evenly.. What's the best method of pushing them out just a little in the right direction?

The shirt is all UV mapped and ready.. It's just this part with layered soft decorated groups I haven't figured out yet. The side seams turned out perfectly too as a thin soft decorated group between the front and back of the shirt. (Worked nice when I wanted it to go inwards rather than outwards)

You could select the line of faces that faces the skirt and do a Radial scale on Y :o). Watch from the outside of the skirt down between the two to make sure there's not too much space :o). In the right click flyout menu there's a Scale Radial and then Radial Y.

Laurie



LaurieA posted Mon, 17 May 2010 at 4:33 PM

Quote -  This is AWESOME, Laurie! I just tried it and WOW. It actually doesn't fall apart as I'd expected O.o

In these shorts, the waistband AND the ..er.. cuffs.. whatever they're called at the legs are totally separate and they're not welded or anyting... but they DO stay in place! I'm amazed.. I don't quite understand how it happens, but I don't care either as long as it DOES!

WEE! That'll mean lots of more details on Dynamic Clothes than what I thought was possible (for me at least!)


(yea just a quick and crude model because I wanted to test this out! L

That looks great Trekkie! :o)

Laurie



estherau posted Mon, 17 May 2010 at 5:56 PM

 I think there is about to be a revolution in poser clothes! (not me, I'm not a modeller)

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LaurieA posted Mon, 17 May 2010 at 5:58 PM

Hehehe...I've seen other dynamic clothes makers who have modeled nice details in them. It's nothing new ;o). It's just that everyone's been ignoring the cloth room for some reason. There seems to be this general idea that it's difficult or something....

Also, I think people feel they have a lot invested in their conforming clothing because so many of us have so much of it! LOL

I like dynamic because it's so easy to make an article of clothing fit any possible morph you own. Can't be done easily with conformers. And then there's the draping thing ;o).

Laurie



estherau posted Mon, 17 May 2010 at 6:08 PM

I haven't seen dynamic clothes as good as those jeans, and Tshirts and shorts shown here in this forum.
 I thought the clothes that they brought out for DAZ studio looked particularly nice and couldn't be so nice in a poser version.  (I don't have that because I have a mac and DS cloth isn't for mac), but in the end the clothng makers never made  more than a few outfits for DS anyway.
But now I think people will start making clothes that are just as nice in poser.  
Love esther

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FrankT posted Mon, 17 May 2010 at 8:49 PM

Quote - but in the end the clothng makers never made  more than a few outfits for DS anyway.
But now I think people will start making clothes that are just as nice in poser.  
Love esther

just FYI, the only people who can make DS dynamic clothing are Optitex until (or if) they release the tools

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estherau posted Mon, 17 May 2010 at 8:51 PM

 but they did look very nice. I think this method will produce clothes that look just as nice.

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LaurieA posted Mon, 17 May 2010 at 8:57 PM

Quote - just FYI, the only people who can make DS dynamic clothing are Optitex until (or if) they release the tools

I think that's most likely an "if" ;o) One area I think Daz flubbed up on. They essentially cut off one more potential income stream.

Laurie



estherau posted Mon, 17 May 2010 at 9:39 PM

 I'm happy with poser pro 2010! (even happier since finding this thread)

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ShaaraMuse3D posted Tue, 18 May 2010 at 3:28 AM

Quote -

You could select the line of faces that faces the skirt and do a Radial scale on Y :o). Watch from the outside of the skirt down between the two to make sure there's not too much space :o). In the right click flyout menu there's a Scale Radial and then Radial Y.

Yeah, I've done that, but to get it out enough to not be inside, the gap between the hem and the skirt becomes noticable. Some vertices move out sooner than others, so when I have gotten them all out, there's a noticable gap between the hem and the shirt, and it's not exactly the same all over either.  This gap doesn't look good at all in renders, especially close up, even if it's very minute (2 or 3 units in Wings is enough to make a gap that looks bad in renders)

I still can't quite figure out how to get that really neat and tend to be a bit of a perfectionist when it comes to that stuff..  But it works for you with a simple Y radial scale or normal move?

I tried making the hem, which is not supposed to be super-thick, with a displacement map, and it gave really nice results too. I'm not actually sure what the advantage would be with a extruded hem over a displacement map?

Just curious and fascinated, since I've pretty much done all my Wings modelling alone and never discussed it with anybody else.. :)


ShaaraMuse3D posted Tue, 18 May 2010 at 3:32 AM

Quote - I haven't seen dynamic clothes as good as those jeans, and Tshirts and shorts shown here in this forum.
 I thought the clothes that they brought out for DAZ studio looked particularly nice and couldn't be so nice in a poser version.  (I don't have that because I have a mac and DS cloth isn't for mac), but in the end the clothng makers never made  more than a few outfits for DS anyway.
But now I think people will start making clothes that are just as nice in poser.  
Love esther

There are some highly detailed dynamic clothes here at Renderosity already.  

Some people use another technique where they make the whole clothing completely dynamic, with tons of details, but then they set the fold resistance to max to keep the shape.. Sure, it follows the figure, but you don't get much draping.. It works for really stiff clothing I guess, like samurai pants that are hardened, and things like that.

My first sets were pretty much a simple mesh with some texture on it.. I've going more and more towards improving things like thickness and details..  

The shirt I'm currently working on and discussing is for V4, but since it's really loose and fluffy, I will include an M4 version too, when it's done. :) It will pretty much just need an adjustment to fit the cuffs, which are constrained. 


ice-boy posted Tue, 18 May 2010 at 5:22 AM

new test

estherau posted Tue, 18 May 2010 at 6:55 AM

 that looks great!

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ShaaraMuse3D posted Tue, 18 May 2010 at 7:03 AM

 Very nice drapes. Looks really natural.


LaurieA posted Tue, 18 May 2010 at 8:17 AM

I clean a lot up by hand Grappo ;o). Yep, takes longer and it's sometimes tedious...lol.

Laurie



grichter posted Tue, 18 May 2010 at 8:25 AM

Gee Ice-Boy the sleeves don't look like typical round tubes, they look real. Oh my what are people going to think! Oh my people's renders are going to have more realism! Now we can't have can we!

:ohmy::ohmy::ohmy::ohmy::ohmy:

Looks fantastic btw!  :thumbupboth:

Gary

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ShaaraMuse3D posted Tue, 18 May 2010 at 8:25 AM

 I figured you'd say something like that :)  I do clean up meshes a lot by hand too, but I wanted to find out about any more automated alternative -before- doing that..  I've lost count on all the instances where I've done things that took days, only to find out later that the same thing could be done with a single mouseclick ^-^

Anyway, thanks a lot for the tips. :)


LaurieA posted Tue, 18 May 2010 at 10:55 AM

Sorry I couldn't give you better news...lolol ;o). I'm so used to tweaking, tweaking and re-tweaking I don't even think about it anymore ;o).

Laurie



ShaaraMuse3D posted Tue, 18 May 2010 at 1:36 PM

 I've been playing around some more..  I got a pretty good drape, and the hem is as close to the figure as I can possibly get without it sinking through..  But if you render fairly up close, you can see that there's a gap. 

The attached image shows a render where most of the light is coming from the back.  This can happen too with really sharp edges, but looks really prominent in this case.

Do you guys get this problem too with your clothes in a close up render?  If there's even the slightest gap between the clothing and what is over it, this seems to happen...

I think I'm going to go with displacement maps for the more subtle things like hems, and with a soft decorated for things that actually need some space over the figure, like collars and stuff like that.. And for some seams that sit between different fabrics.. :)


ice-boy posted Tue, 18 May 2010 at 2:58 PM

Quote - Gee Ice-Boy the sleeves don't look like typical round tubes, they look real. Oh my what are people going to think! Oh my people's renders are going to have more realism! Now we can't have can we!

:ohmy::ohmy::ohmy::ohmy::ohmy:

Looks fantastic btw!  :thumbupboth:

and teh best part? in this render i didnt even use self collision.

so it callculated it in 2 minutes.


TrekkieGrrrl posted Tue, 18 May 2010 at 7:24 PM

 Hm. Ran into some weird problems here

First of all, I'm totally THRILLED at the "separate hem making" method (for lack of better words. I always thought it was impossible to get this kind of hems on dynamic clothes - mostly because my welding always FAILZ! but since it doesn't even NEED to be welded.. Well that's one major problem solved.

So I set out to make a tank top for the shorts, might as well do a set :) And it works.. sorta. The hems mostly stay in place (there's a little weirdness/pokethru) in some places but it's generally ok.

But I can't for the life of me make that top NOT scrunch up in the most annoying way around where it meets the shorts. Perhaps it's because the shorts uses a displacement map? I set dynamic friction to 0 on the shirt (and the normal friction as well) but it still buckles in a not very natural way.

And then there's these weid artifacts on the render. It MAY be related to the shader (a thing I made with the matmatic loom) but I'm not sure. It is the actual polygons from the top that shines through. I triangulated it in UVMapper btw because it scrunched up even worse before that.

Does anybody know what causes those artifacts? And has anyone figured out settings for various types of cloth, like denim, satin, silk, wool or leather? As it is I'm turning dials in the dark because I don't know what which one does. And should I dial them higher or lower for instance...

I've loved the cloth room ever since Poser 5, but it's severely lacking some good documentation on the dials!

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LaurieA posted Tue, 18 May 2010 at 8:09 PM

Just out of curiosity....did you set the tank top to collide with the shorts and not just Mike? You have to make sure when you set up the sim to include anything and everything that the shirt might collide against. Looks like it's either not colliding with the shorts at all, or part of the tank is inside the shorts mesh when the sim is started...

Just checking ;o).

Laurie



ice-boy posted Wed, 19 May 2010 at 3:09 AM

does anyone know how they do dynamic clothes on movies?

i was searching on google any tips on how to do layered or detailed clothes and i found ntohing. maybe if we would know how they do it we could learn something.


ice-boy posted Wed, 19 May 2010 at 3:12 AM


LaurieA posted Wed, 19 May 2010 at 7:08 AM



TrekkieGrrrl posted Wed, 19 May 2010 at 9:17 AM

Quote - Just out of curiosity....did you set the tank top to collide with the shorts and not just Mike? You have to make sure when you set up the sim to include anything and everything that the shirt might collide against. Looks like it's either not colliding with the shorts at all, or part of the tank is inside the shorts mesh when the sim is started...

Just checking ;o).

Laurie

Yea I set it to collide with the pants as well as mike. And I ran the sim for the pants first and then the shirt. And the tank top isn't intersecting at the default stage either :( I really don'tknow why it does this - and it annoys me!

Ice-boy.. High end programs have lot better cloth simulators that what's in Poser. Even in my age old Max 3.1 the cloth sim plugin beats present day Poser's... I love Poser's cloth room but we could use a lot more parameters (and a subsequent smoothing)

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You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
  Using Poser since 2002. Currently at Version 11.1 - Win 10.



Khai-J-Bach posted Wed, 19 May 2010 at 9:19 AM

Quote - does anyone know how they do dynamic clothes on movies?

how about starting a new topic?



ice-boy posted Wed, 19 May 2010 at 11:29 AM

Quote - > Quote -

Ice-boy.. High end programs have lot better cloth simulators that what's in Poser. Even in my age old Max 3.1 the cloth sim plugin beats present day Poser's... I love Poser's cloth room but we could use a lot more parameters (and a subsequent smoothing)

i want to know how they model. they have to have a specifi modeling technique for dynamic cloth. yes parameters are important but the model needs to be good .


TrekkieGrrrl posted Wed, 19 May 2010 at 2:03 PM

Ice-boy.  Take a look at http://www.optitex.com/

As far as I know, they're the ones who made the dynamic clothes module for DS. As you can see they have a whole suite of programs all designed to handle dynaimc clothes. I'm sure there are many more companies like these. They seem to use a "real clothes pattern" approach and stich those parts together to make it into cloth.

Oh and would you mind resizing those GINORMOUS images? They're throwing the whole page layout off.

FREEBIES! | My Gallery | My Store | My FB | Tumblr |
You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
  Using Poser since 2002. Currently at Version 11.1 - Win 10.



Khai-J-Bach posted Wed, 19 May 2010 at 2:15 PM

I adblocked them.
I'm at 1280x1024 here and they were running off the screen....



lmckenzie posted Sun, 23 May 2010 at 9:21 AM

""does anyone know how they do dynamic clothes on movies? ""

digitalcontentproducer.com/dcc/revfeat/video_sophisticating_shrek/

www.koschonline.com/~siliconbrain/Ebooks/Others/SHREK-The%20Story%20Behind%20the%20Screen.pdf

Not all dynamic by any means. They use whatever trick, technique or cheat will get the job done with the least resources.

*"*I adblocked them. "

Ah the joys of Opera - Ctrl-F11 fit to width :-)

"Even in my age old Max 3.1 the cloth sim plugin"

Ah, good old ClothReyes and simCloth.

"Democracy is a pathetic belief in the collective wisdom of individual ignorance." - H. L. Mencken


shadownet posted Tue, 01 June 2010 at 4:48 PM

BM - Thanks Laurie for the wealth of info!  **
**


ice-boy posted Sat, 26 June 2010 at 3:33 AM

i was today thinking if we could combine dynamic clothing with conforming.

so i was thinking in making a belt that is conforming to the body. so when i move the body and pose the body the belt move and bend.

the question now is could u somehow connect the pants(dynamic clothing) to the belt? so all the contrained ,.... groups would folow the belt?

could this be done without having the belt and pants a seperate object? but one object.


LaurieA posted Sat, 26 June 2010 at 9:04 AM

It's been done ice-boy...I think they call those clothes "hybrids", but I've never used any of them :o).

Laurie



shadownet posted Sat, 26 June 2010 at 10:14 AM

You see dresses with long skirts as hybrids quite often.  The skirt portion is all made part of the hip group.  The dress is a conforming figure, except there are no leg/feet groups.  This allows you to sleek the hip group and convert it to dynamic cloth and use the simulator to drape the skirt.  If the group seams are weld so that body part groups are all one solid mesh (not sliced) than you do not need to constrain the top (waist) of the hip group.  If however the outfit was made by actually slicing the mesh so that each body part group is separate than you may need to constrain the top (waist) part of the skirt to keep the simulator from causing it to drift free from the abdomen section. 

You would do your pants the same way, make them all hip group.  Or else make the belt abdomen and put the dynamic parts in the hip group.  The mesh should be solid with the body part seams weld together so that the hip part does not come loose from the abdomen part.   If you use only all hip group you probably will have to constrain the top of the pants to keep them in place.

I have experimented with hybrid clothing.  It works okay, and is good for speeding up the posing and draping process since you only need to run the CR on the dynamic parts.  However, IMO, there is not that much to be gain in hybrid over full dynamic, except for maybe things like long full skirts where you can include morphs and body handles to help pose the skirt part - or else run the skirt part as dynamic cloth.   I suppose certain types of sleeves might also benefit.

-Rob


ice-boy posted Sat, 26 June 2010 at 10:22 AM

yeah the pants and belt can not be weld since they are two seperate objects.
so i use the constrain 

the reason i am thinking about making a hybrid is because Poser can not calculate hard objects and caluculate them with cloth.


shadownet posted Sat, 26 June 2010 at 11:08 AM

If two separate objects I personally would opt to work with them as such and would not try to combine them into a single hybrid clothing item.  :O)


ice-boy posted Sat, 26 June 2010 at 11:24 AM

but if they are seperate how can i make it so that the pants will move with the belt?


shadownet posted Sat, 26 June 2010 at 11:40 AM

If I was doing this, I would probably make the pants dynamic cloth and the belt a prop (or else treat both as dynamic and use soft and hard groups on parts of the belt).   Add morphs to the belt if needed to make it fit.  Or else make it a conforming figure but for something like a belt that is not really needed.  Parent (as child) the pants to the figures hip.  I would then parent (as child) the belt to the figure but check the adopt bend of figure option as this will allow the belt to bend with abdomen and leg movements to some degree.  At first frame you would have everything zeroed like normal.  Skip a few frames to allow for simulation and pose my figure.  Adjust belt as needed to fit figure and allow for pants to fit underneath.  Go in the CR and set the pants for dynamics.  Manually select collision for just the body parts on my figure I want the pants to drape against, but include the belt so that I get collision with it.  If necessary set a few contraints at the waist on the pants, use soft groups on any belt loops you have.  


ice-boy posted Mon, 05 July 2010 at 10:50 AM

any tips how to make one cloth object folow a different cloth object?

i would use soft decorated groups but the objects are seperated. and i plan on turning cloth 1 down.


ima70 posted Mon, 05 July 2010 at 4:51 PM

For layered dynamic clothes first apply one, run the simulation, then apply the second and run it over the previous simulation but using other simulation, and so on, I did it once with a short a Tshirt and an open shirt over the tshirt, don't have the picture since I did it some time ago at P5 era :-)


estherau posted Mon, 05 July 2010 at 6:04 PM

 there's an automatic button for this somewhere in poser pro 2010 that runs them one after the other.

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ice-boy posted Tue, 06 July 2010 at 2:10 AM

i dont want to run two simulations.

i want that cloth 2 moves likes cloth 1. but i want only cloth 1 simulated.

is this possible?


ice-boy posted Tue, 06 July 2010 at 2:11 AM

Quote -  there's an automatic button for this somewhere in poser pro 2010 that runs them one after the other.

really?

do you know how its called?


estherau posted Tue, 06 July 2010 at 2:19 AM

 animation -> recalculate dynamics I think.

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ice-boy posted Tue, 06 July 2010 at 2:32 AM

this is not what i was asking. but still thanks.


estherau posted Tue, 06 July 2010 at 2:38 AM

 well if you have a whole lot of clothes in a list of sims all on one figure it does them all. eg top, jeans and belt can all be dynamic.

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ice-boy posted Tue, 06 July 2010 at 2:48 AM

yeah but this is not what i am trying to do.

i am trying to do so that one object follows a different object without simulating both of them.

for example two capes. one cape is simulated. the other cape follows the first cape on top of that.

the question is if this is possible.


estherau posted Tue, 06 July 2010 at 4:02 AM

 can't answer that one.   I wonder if you'd need to use the last frame, add some more of the same and then simulate from the last frame to the new frames?

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ice-boy posted Tue, 06 July 2010 at 12:02 PM

i have been looking at textures from clothes. must say that a lot of textures from DAZ3d are not good. the bump is almost always just a B/W version from the color map.

Xurge3D is doing some good textures IMO. i noticed that he sometimes he even uses stiches. they are a good way to details your clothing and give it a more realistic look.

so i found custom brushes for painting stiching. they are for photoshop. they are very good.
aneesah.deviantart.com/art/Stitches-Photoshop-Brush-11268440


ice-boy posted Tue, 06 July 2010 at 12:03 PM

here is a color map . we will never have a render so close to the fabric. but it is a detail that makes a big difference.

ice-boy posted Tue, 06 July 2010 at 12:05 PM

since i have everything on a seperate layer i can make a bump map.

ice-boy posted Tue, 06 July 2010 at 12:06 PM

a good tip. i sometimes use small folds from a displacement map or normal map to add some detail. this is meant to be for pants or tshirts that dont look 100% perfect. this combined with dynamic clothing gives fantastic results.

i use those folds around stomach and arms.


ice-boy posted Wed, 07 July 2010 at 2:42 PM

i created a dynamic shirt and pants(jeans).

i spend 1 week on texturing the jeans . but i culdnt do it good. its not perfect. its hard to find good free full jeans reference.

for the shirt i created a '' soft'' group. use this for soft decorated groups. its meant to give the shirt tickness.
www.renderosity.com/mod/freestuff/details.php


Tucan-Tiki posted Wed, 07 July 2010 at 4:16 PM

I have no clue how to use dynamic clothes, loooks complicated and memory taxing?


Tucan-Tiki posted Wed, 07 July 2010 at 4:22 PM

great movie but I think I have seen better avatars in renderosity done by some pretty skillful people rendered in poser, i also thought the blue skin kinda reduced the realism and made them look like amature rendered poser figures.


ice-boy posted Thu, 08 July 2010 at 1:11 AM

tucan - tiki it is complicated . but it can be learned in 2 weeks.


TrekkieGrrrl posted Thu, 08 July 2010 at 2:34 PM

 I disagree! Dynamic clothes as such isn't complicated at all. Sometimes it takes a little fiddling since the documentation for the cloth room is laughable, but the basic dynamic clothes is dead easy. 

The main obstacle to overcome is to grasp the idea that you need to do a simulation. But that doesn't mean a full-fledged MOVIE! All it means is you should use the default 30 frames of any Poser scene, switch to Frame 30 after loading your figure and the clothes and do the posing there. Whether you use a canned pose or do it yourself, it's the same principle. Load everything at fram 001 and pose it all at frame 030. And yes it will look ODD when you pose a character and the clothes are just left behind, but once you run the sim, it'll follow and make sense.

Oce the posing is done, go to the cloth room, select the dynamic clothing (switch to frame 001 if it makes you feel better, I don't think it matter) - select what it should collide with (usually the figure, possibly the floor, and if it's someone sitting down, then whatever it's sitting on, too)

Run simulation.

Go and make a cuppa and wait for it to finish.

Render Frame 030.

It's really that easy in 99% of the case!

FREEBIES! | My Gallery | My Store | My FB | Tumblr |
You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
  Using Poser since 2002. Currently at Version 11.1 - Win 10.



ice-boy posted Tue, 13 July 2010 at 5:56 AM

does anyone who uses dynamic clothing have Poser Pro 2010 ?

i am reading in the manual about collision offet and collisiont depth.

did they switch the info? in the manual it says that the collision depth specifies how close the object is when the collision happens.
and collision offset is when the detection collision begins.

but by using PP 2010 it looks like its hte other way around.

anyone noticed this?


estherau posted Tue, 13 July 2010 at 6:04 AM

 i use it but I just leave it as the settings that come with the outfit.
Love esther

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ice-boy posted Tue, 13 July 2010 at 11:56 AM

i combined here conforming and dynamics.

the red is the ''chest'' group from M4. its conformed to the M4 body. every else on the cape is a seperate group.

so the collar(chest group) will always follow the body. it will even deform. on top of that i then calculate the rest of the cape.


ice-boy posted Tue, 13 July 2010 at 11:56 AM

here is the result.

i will realese the cape so that you can test it out.


ice-boy posted Thu, 15 July 2010 at 11:23 AM

anyone interested in this shirt for M4?

ice-boy posted Thu, 15 July 2010 at 11:25 AM


shadownet posted Thu, 15 July 2010 at 11:28 AM

Shirt looks very nice!


Niles posted Thu, 15 July 2010 at 2:26 PM

Quote - anyone interested in this shirt for M4?

Me, ...
It looks very nice.


skeletonkiss posted Fri, 16 July 2010 at 1:01 AM

What happened with the rolled sleeve and short sleeved tops? Did they ever make it to a freebies section? I've been meaning to start fiddling with some dynamic clothing and that rolled sleeve top is -perfect- for one of my boys.


estherau posted Fri, 16 July 2010 at 5:06 AM

 I haven't bought much dynamic stuff in the MP yet as the most you get is displacement mapping for detail and thickness, but these look great, and I would gladly buy the t-shirt, jeans and this latest top that I have seen here.  It all looks fantastic!!!!!!
Love esther

MY ONLINE COMIC IS NOW LIVE

I aim to update it about once a month.  Oh, and it's free!


ice-boy posted Tue, 20 July 2010 at 9:14 AM

new simple low poly dynamic cloth

ice-boy posted Tue, 20 July 2010 at 9:14 AM


ice-boy posted Tue, 20 July 2010 at 9:15 AM


ice-boy posted Tue, 20 July 2010 at 9:15 AM


TrekkieGrrrl posted Tue, 20 July 2010 at 9:16 AM

 Oooh I like the hood down variant. How did you do that? Whenever I've tried to get a hood down like that, i've failed miserably!

FREEBIES! | My Gallery | My Store | My FB | Tumblr |
You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
  Using Poser since 2002. Currently at Version 11.1 - Win 10.



ice-boy posted Tue, 20 July 2010 at 9:40 AM

how did i do this? :)

i spend 3 weeks with modeling this hood.  i guess i got lucky. its not perfect and its not accurate. but i think it can be good to give M4 some clothes.

the texturing is very simple. i think the bump map is good but not perfect.

of course free.


ice-boy posted Tue, 20 July 2010 at 9:47 AM

i forgot to mention that i used the hood from Slicer(daz3D) as inspiration


ice-boy posted Thu, 22 July 2010 at 1:03 PM

i am about to finish this dynamic cape. its low poly. so you will not be able to get a lot of small folds.

i did create a dispalcement map that has some small folds. plus normal maps. in those renders i used normal maps for small folds.

i think i will realese this next week. i need to finish superman's trunks and add some details to the boots.


ice-boy posted Thu, 22 July 2010 at 1:04 PM


ice-boy posted Thu, 22 July 2010 at 1:04 PM


martial posted Sun, 25 July 2010 at 3:45 PM

 Thanks LaurieA for your seetings


ice-boy posted Thu, 19 August 2010 at 5:27 AM

i added 2 new pants to the props folder. they have the same UV. the pants are only bigger and above the shoes.
someone asked and i did it very fast.

http://www.renderosity.com/mod/freestuff/details.php?item_id=60835


ice-boy posted Thu, 19 August 2010 at 5:27 AM

old pants

ice-boy posted Thu, 19 August 2010 at 5:28 AM

new pants

Silke posted Tue, 31 August 2010 at 6:29 PM

Ice Boy - I really like the shirt and the pants. :)
I downloaded your shirt-pants freebie, but the shirt is only there as an obj. :)
And I can't get the pants to stay on him. sigh
Any pointers?

Silke


ice-boy posted Sun, 17 October 2010 at 12:09 PM

i always import clothes as OBJ files. this is how i am used to.


ice-boy posted Sun, 17 October 2010 at 12:31 PM

ok new tip for clothing.

how to do dynamic simulation with clothes that has hard folds? folds that dont change when the cloth moves?

lets say that you model the fold on the jacket. when you simulate they will be gone because the cloth moved. how to have the flods on the cloth?

morphs. its simple morphs.
-you model a jacket ,pants or shirt. you import that model into blender,zbrush,.....
-you add folds the way you want.
-in poser you run the simulation with the model without folds.
-you add the second model with folds

voila. now you have cloth with folds that dont change with the simulation. it makes your cloth more realistic and more interesting.



ice-boy posted Sun, 17 October 2010 at 12:31 PM

without folds

ice-boy posted Sun, 17 October 2010 at 12:31 PM

with folds

ice-boy posted Fri, 29 October 2010 at 9:38 AM

ok we all know about the shoulder problems with dynamic cloth and conforming cloth.i think the problem is the T pose from M4.

 

this is how it looks.

 

if you look at jackets or shirts you see that the sleeves are not in that kind of pose. so what happens? when you bend the shoulder the cloth streches to much.if you think about it the shoulder and trapez are one part. so it looks strange.

 

my advice is to pose M4 different and export him out and model the jacket,shirt,... in that pose. i got fantastic results with teh shoulder. it looks more realistic.

 

i will post some renders.


ice-boy posted Sat, 30 October 2010 at 4:55 AM

two renders from this jacket. i think the shoulders looks fantastic. let me finish some texturing and details and i will upload it.

 


ice-boy posted Sat, 30 October 2010 at 4:57 AM

2

estherau posted Sat, 30 October 2010 at 8:16 AM

great work!!

MY ONLINE COMIC IS NOW LIVE

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ice-boy posted Thu, 04 November 2010 at 12:15 PM

i am right now texturing the jacket. i will add some details with morphs. using morphs is to me a new way for some new tricks for dynamic cloth.

 

test out the jacket. right now its a simple mesh.

http://www.renderosity.com/mod/freestuff/details.php?item_id=62227


ice-boy posted Fri, 05 November 2010 at 2:20 AM

so did someone try out the jacket?

 

come on guys. some feedback to see if the topology is good for dynamics.


ice-boy posted Fri, 05 November 2010 at 3:46 PM

anyone ordered a free jacket for M4?

ice-boy posted Fri, 05 November 2010 at 3:47 PM

1

ice-boy posted Fri, 05 November 2010 at 3:47 PM

2

ice-boy posted Thu, 23 December 2010 at 2:31 PM

new week new suit for M4

 

DB suit for M4. FREE

http://www.renderosity.com/mod/freestuff/details.php?item_id=62855


lkendall posted Thu, 23 December 2010 at 9:04 PM

Ice-boy:

Thanks! Happy Holidays.

lmk

Probably edited for spelling, grammer, punctuation, or typos.


flibbits posted Fri, 24 December 2010 at 9:53 PM

Mike needs help with his biceps.  They look like clay.



ice-boy posted Thu, 06 January 2011 at 4:31 AM

2 jackets for M4

 

http://www.renderosity.com/mod/freestuff/details.php?item_id=62979


ice-boy posted Sun, 09 January 2011 at 3:17 PM


ice-boy posted Fri, 14 January 2011 at 2:41 PM

new M4 clothes

http://www.renderosity.com/mod/freestuff/details.php?item_id=63077


ice-boy posted Fri, 14 January 2011 at 2:41 PM

.