Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 03 12:46 am)
Nice job so far. I'm no expert but one thing I've found is that you get more poke throughs if the mesh doesn't have enough vertices. It seems that higher density is able to bend better. You might need to check the mesh of the skirt.
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I use Poser 13 and win 10
Quote - Nice job so far. I'm no expert but one thing I've found is that you get more poke throughs if the mesh doesn't have enough vertices. It seems that higher density is able to bend better. You might need to check the mesh of the skirt.
Agree, low poly mesh dont flow and bend smoothly and natural .
But great work.
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“Dwell on the beauty of life. Watch the stars, and see yourself running with them.”
― Marcus Aurelius,
There is so much to say about Dynamics in animation.
And so we did, in
http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2817155
(Dynamic cloth - the cloth room For Compleat Dummies).
And... you can play dirty, bij creating the sim and then hide some body parts in the rendering process.
have fun, and... your animation does look promising.
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Usually I'm wrong. But to be effective and efficient, I don't need to be correct or accurate.
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Attached Link: Running Sequence V
As much as this looks like a "just for fun" animation, I'm learning how to properly simulate dynamic clothing props when my figures are moving. I had to set the collision offset on Brenna's skirt to a value of 2 in order to avoid having her knees and calves peek through as she runs. I'm not sure how to improve that at this point, but one thing I don't like about having such a big collision offset, is that it makes the skirt look like it's magically hanging on her hips when she moves close to the camera.I'm still fooling around with this, but I thought I'd post this here for commentary.