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Subject: Nun habit for Antonia


shuy ( ) posted Mon, 11 April 2011 at 6:04 AM · edited Tue, 16 July 2024 at 3:55 AM

I wanted to create dynamic nun outfit, nice and easy to use. You can decide if you find it nice, but I know that it is not easy to use ;)

habit

download here

Some people in another thread asked me how to use it, then I want to ask some more explanation which were not added to readme file.

Use this habit as each other dynamic clothing.

  1. Load "Antonia" figure (works with 1.0 and 1.2).

  2. Load prop "NunEarsMag". It hide Antonia ears under head wrap.

  3. Load prop "NunAnt".

  4. Go to frame 10 if you wish pose Antonia standing or bend slightly. Go to frame 20 - 30 if you wish make her kneel or move her hands up, or if you want to use any other weird pose very different from "zero pose".

  5. In cloth room create simulation and check "cloth sef collision" (must), and "Object polygon against cloth polygon" (should). Setting collision depth and offset against Antonia body is not necessery. Default value 1 gives good result.

  6. Collide against Antonia body, but remember uncheck magnets bases, mags and zones. Head must be checked - do not check ignore head collision.

  7. Dynamic, constrained and soft decorated groups are already selected, then you can start "calculate simulaton".

That was easy, but you can find most serious problem after finishing simulation.

Hood is selected as a constrained group. If you wish hide Antonias brows do it in first frame. The same with "NunEarsMag". They must be applied in first frame. Another way parts of hood will be deformed by morphs ro magnets.

Outfit has few layers which can cause trouble. White cape lays on black robe. Hood lays on cape and black veil lays on the hood and cape. I had no problem with cloth collision against Antonia body. But black habit poke through cape quite often. It is impossible to set "collision depth" cloth against cloth. Then I added plain displacement maps (simple color - white) to materials - cape, hood and veil. It "lift" them a little, but can cause problem in areas where are deep folds. If you see pokethrough check "use displacememt map" in render setting. If they still apear go to material room and increase displacement value in materials: Out, Coll, Hd and HdCv.

As I wrote dynamic, constrained and soft decoreated groups are selected. It is hard to change them because they are hidden under another groups. If you wish edit groups use magnets attached to prop - "MoveCap", "MoveOuter" or "MoveHead" to unhide all vertex.

You can edid or change this clothes if you wish. I can share either untriangulated and low res draft of this outfit for all person who want to work with this outfit. If you want to share your improvement commercial or non comercial you can metion original creator - depends of manner not copyright ;)


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