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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 08 10:28 pm)
Quote - I use dynamic cloth for almost all my images, and I love it!.
In this image the skirt is obviously a dynamic cloth, but so are the boot / stockings. They are constrained only and to my surprise the calculation took less than 2 seconds per frame. I find they bend much better than conforming clothes, without any strange bulging.
Dynamic cloth suffer from one thing though, and that is no thickness.
One way to solve that is using displacement maps, like this one. The body of the cloth is dark grey, which will give it a few millimeters of displacement. The light grey will create a seam around the cloth. On the top and bottom, because of the black, the seam will go back to no displacement giving it an edge. The medium grey on the side will give a little dent in the seam where the front and back cloths join.And yes, let's hope Poser 9 will bring some new features to the clothroom, it's getting a bit dusty in there.....
oh woww, i luv what you did with the filmy skirt
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Thanks MistyLaraPrincess!
Now I am here, let me put in a little tip before this thread disappears in a silent corner ;-)
If you simulate dynamic cloth in the cloth room you probably keep changing those settings until you get the best result. But what if you realise that that best result was actually 6 versions back and you can't remember the settings....
Best practise is to simply save the morph every time you get a decent result. How?
Put your timeline on the frame where you want to save the morph of the cloth (not necessarily the last frame). Make sure the dress is selected, click the object dropdown menu and select "Spawn Morph Target". Now your dress will have an extra dial for the morph you just saved. Turn the "Dynamics" dial to 0 and your morph dial to 1 to see the morph.
Cheers!
Thanks! i thought the spawn thingee was just for magnet morphs
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Hello all!
Some really nice stuff in here, thankyou very much for this thread!
I'm just starting out in dynamic clothing, and I feel I might have started off by throwing myself in the deep end... Basically, I'm making a racing suit for M4. Well, I didn't actually make it, I bought a 3D model of a racing driver and chopped the suit off him (ooerr!) So, I now have a suit that I've edited in AC3D, to fit M4 (and, hopefully, at some point, V4!)
I wonder if there's a resource for settings for different materials? I'm utterly fresh to this. As someone mentioned before, it's incredibly intimidating, seeing all these settings which don't mean anything to me! The suit is mainly made up of a lined material, with a grid like seam/stitching affair, much like a quilt, only much thinner. It also includes elasticated cuffs and ankles and a thicker collar section, not too dissimilar from the kind of thickness you'd expect to see on the elasticated parts, only it's not elasticated, it's just a thicker type of the same material as the rest of the suit. There's also a belt that goes around the waist, with the same fastening as the collar. I guess it's not too important for the collar to be any different, but I don't want it flopping forward, as, IRL, it has a Velcro fastening, with an overlap.
I'm aware that I'll have to create different groups for these parts, but I'm not entirely sure how. I have selected the collar, cuffs, belt and ankles and set them all to one constrained group, although I think this was the wrong thing to do.
Can anyone advise me, please? This seems like a very knowledge rich thread! :)
Thankyou!
Glen.
I'm running Win 10 Pro 32GB RAM Intel Core i7-4790K CPU @ 4.00GHz Nvidia GeForce GTX 1660 Ti
My DA Gallery: glen85.deviantart.com/gallery
Peace, love and polygons!
Quote - Err, I might not have been completely right on the settings thing though. Poser 8 does save the settings with the prop, but it looks like older dynamic clothes do not have anything embedded in regards to settings.
Maybe it is only possible with Poser 8 or higher and since most dynamic clothes are, well quite dated, that could explain it.What I would like to know is how many people actually use and buy dynamic clothes?
Poser 6 definitely saves the settings. All of the MatrixWorkz dynamic clothing was made using Poser 6 to save the settings.
@MISTY
Spawn morph target can be used to spawn a morph target (and create a dial) for any change of the origional obj.
This change can come from a magnet, a morphbrush, a loaded morph set at a custom dial.
A wind, a cloth sim, a hair sim, any change that you can think of.
Example;
Build a short.
Load it in Poser, parent to hip, and run a cloth sim to fit to your figure.
OK, your origional short is now closely fitting your figure and you want to keep it.
Example1:
You can save the short now as a smart prop to the props in library.
During the save; check the inhirit bends in the save dialog. (on the bottom)
You now have a smart loading short-prop, that will load to the hip and???
And this is the good part.
it will follow the hips movements but also all groups just around the hip.
= abdomen,and buttocks or thights, depending on the model.
it follows the groups just a bove and just below the hip.
If you smart save e shirt on the chest, it will follow the chest, the shoulders, and the abdomen. :-)) yes it does.
Example 2:
or?
You can select the short, and Spawn a morth target into the simmed short as a morph target for the origional. The parameters palette gets an extra dial.
Save
And now you have a short with a dial.
But this version will not automatically follow the body movement.
For that, you would have to rig it and make it a figure.
But? Solution?
from this, you can go back to example 1, and save as a smart prop with inhirit bends.
problem solved.
is"t poser flexible or what !! :-)
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
I've started using dynamic clothing and it's addictive! :D
Though I do have some questions:
I can't find any dynamic clothing for Miki2, is there a good place to find any or can I use the Miki3 dynamic clothing that I see here on rendo since they should be similar in size?
If I don't zero a figure and it's morphs, how hard is it to get the clothing to drape correctly?
Are dynamic clothes interchangable between figures if I just scale the clothing before I clothify it? It seems like it might.
Vilters
That's an interesting workflow! Thanks, I've learned something new...
charly_hayze
It is not a simple thing you are trying to do.
-What you need in the end is a single mesh per clothing part, so a jacket and a pants mesh. All overlapping vertices need to be welded. Any groups in the mesh will simply fall apart when you run the sim. Interesting effect, but not what you want ;-)
-The meshes need to be one sided, so no lining, no thickness.
-Ad-ons like pockets, buttons, zips, etc. can be applied as soft or hard decorated and will follow the movement of the dynamic cloth (If you are lucky....)
Maybe find some tutorials on dynamic cloth first, to get some general knowledge, and open a few dynamic cloths objects in AC3D to see how they are made. Especially the ones with buttons, etc.
JohnDoe641
Yey, another one converted....;-)
Usually it is a matter of scaling, to cross use dynamic cloths. Try to keep it tight though. Some pokethrough should not be a problem, that should be corrected during the drape stage.
You do not have to use drape first, switch it off in the sim settings, but there should not be any major pokethrough or the sim won't work out.
@JohnDoe: have a look at Content Paradise ... seemed they had heaps of stuff for the Miki sisters... like AVANZ suggested, between them, it would just be a matter of scaling a wee bit.
@ Vilters: gotta agree with AVANZ: i'm learning so much from you all... thanks so much for all your suggestions and ideas: they are brilliant!
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
Thankyou for the advice, AVANZ! For now, I think I'll rig it, as I have a problem with .obj files and Poser. When I export from AC, then import to poser, almost every single time, at least one face is badly textured, which forces me to try and fix it in AC and re save it. Then, after that, another goes, and... You get the picture! It took me forever to get the suit into Poser properly.
Unless there's anyone out there who would like to try and work with this for me, I think I'll leave dynamic cloths for things like flags and so on. :(
I'm running Win 10 Pro 32GB RAM Intel Core i7-4790K CPU @ 4.00GHz Nvidia GeForce GTX 1660 Ti
My DA Gallery: glen85.deviantart.com/gallery
Peace, love and polygons!
Quote - @MISTY
Spawn morph target can be used to spawn a morph target (and create a dial) for any change of the origional obj.This change can come from a magnet, a morphbrush, a loaded morph set at a custom dial.
A wind, a cloth sim, a hair sim, any change that you can think of.Example;
Build a short.
Load it in Poser, parent to hip, and run a cloth sim to fit to your figure.
OK, your origional short is now closely fitting your figure and you want to keep it.Example1:
You can save the short now as a smart prop to the props in library.
During the save; check the inhirit bends in the save dialog. (on the bottom)You now have a smart loading short-prop, that will load to the hip and???
And this is the good part.it will follow the hips movements but also all groups just around the hip.
= abdomen,and buttocks or thights, depending on the model.
it follows the groups just a bove and just below the hip.If you smart save e shirt on the chest, it will follow the chest, the shoulders, and the abdomen. :-)) yes it does.
Example 2:
or?
You can select the short, and Spawn a morth target into the simmed short as a morph target for the origional. The parameters palette gets an extra dial.Save
And now you have a short with a dial.
But this version will not automatically follow the body movement.
For that, you would have to rig it and make it a figure.
But? Solution?
from this, you can go back to example 1, and save as a smart prop with inhirit bends.
problem solved.is"t poser flexible or what !! :-)
Thanks! and i have a 4 day weekend to play with it.
♥ My Gallery Albums ♥ My YT ♥ Party in the CarrarArtists Forum ♪♪♪ 10 years of Carrara forum ♥ My FreeStuff
I luv dynamic clothing, great tips here and such a nice tutorial! Thank You all!
Attached Link: The Soul of the Sea and Me
I really wish there were more dynamic items for M4. I can dress my girls in a wide variety of dynamic outfits, but the guys . . . not so much!Every cloth prop in the linked render is dynamic. (Thank you, Grappo, for the dress! It's still showing that vexing cloth-collision issue, despite SmithMicro's denials!) The male outfit is an old M3 item from Mapps that I STILL use extensively. I appreciate the flexibility that dynamic cloth offers my rendering.
(Minor postwork.)
Center of Attention
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Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM
Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3
Ah, I see the problem.... need to reduce Collision Offset and Collision Depth... but that's tricky since I'm not sure any of these figures have nipple hide morphs....
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Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM
Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3
Giving converting conforming cloth a rest until I sort out necklines... on dresses, tops, you name it! They just don't want to behave!So, I might call this next bit messing with settings:
... playing with Corvas's Little Black Dress - what I really like about dynamic is there's so much free stuff! - and I'm running into the same problem as with my corset thingie:
the bit nearest the neck seems to fall away from the skin in a sort of scalloped fashion that leads me to believe there's something going on to the edge of mesh that is different to what happens to interior sections. Or maybe it's what happens to mesh affected by "constrained groups" - might I be missing a setting, here?
So, constrained group on those parts of the neckline you see wavering around, andthe rest of the cloth settings as follows (Dyn Controls):
FR: 25
ShR: 200
StR: 200
StD: .01
Cloth D: .0001
StFrict: .5
Dyn Frict: .5
Anyone have any ideas? Is it possible to do Collision Offset and Depth for Constrained Groups?
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
Here's sort-of the constrained group:
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
I knew I'd forgotten to mention something, Rjjack - yep, the dress sort-of fell off her without constraining something. The question now is: how does one manage this best? I tried dynamic friction to hold the thing up, but that didn't do quite enough.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
i have downloaded the dress, the V4 version but i don't have V4 so i try it on Antonia
try to constraint the back and under the arms and leave the breast zone unconstrained, under the arms constraint below the junction piece between the dress and sleeves
playing with the strech damping can help, the dress still strech but slowly when you raise the setting
So, no constrain, no drape? I'll have a go.
I don't have draping ticked in that first Simulation Settings... box, but I'll also untick it in the Collide Against Dialogue.
BTW, the sleeves are fairly loose, but the dress itself seems to fit pretty well (read: snugly).
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
Oh my!! That worked, AVANZ! (sorry, Rjjack - missed your post, so I'm just rendering results from AVANZ's suggestions). New wrinkle, this: apparently one doesn't always want to drape cloth, particularly for items like this. Interestingly, the neckline now appears to curve in towards the skin instead of out.
I haven't tried the stretch damping dial at all yet - not sure what that did, so i sort-of left it alone. I've have a go with that next, Rjjack... and thank you, both of you, for your interest in this!
I do like how cloth behaves ... like around her tummy and hips. This cloth is much easier to believe than canned wrinkles and folds... and she hasn't even sat down, yet.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
Well, I happen to have that dress to, and boy did V3 need some dusting........
I first scaled the dress X and Z to make it more tight. Then lowered it to make it rest on her chest / breast. There was some poke through, but that was not really a problem.
Next I did the whole clothify thing, set the offset and collision depth to 0.3 (cm?), and did a 5 frame drape. Not a sim, but just the "calculate drape" function. Then I constrained the dress as below, and ran the sim as usual, but with start draping from zero pose switched off and draping set to 0 frames.
The ruffles are caused by the resolution of the cloth and the use of quads instead of Delaunay tris.
Right: time for some admissions... things that probably give the simulator headaches. I shorten V4's abdomen to 93%, made some "Flatten" changes to her bosom ... all in all, a simulator headache.
Gotta say: these strategies are truly an eye-opener: there's nothing linear about what you do in this room, not when you have a clue what happens in here.
Really excited about this... even more so than before! How cool is this, then! :woot:
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
Thanks, Steve... another thing I never would have considered!
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
The first frame is where you usually keep your figure in the zero pose. Then you have the figure in the final pose, with morphs, further in, 10-30 frames in. So, if you parent the clothing to the figure on frame 1, then scale down the figure to 90%, then the figure will "grow" into the clothing, when the figure reaches 100% in size in the final pose.
Ah, you're doing the opposite of what SteveJax suggested - you're shrinking the "people-figure" and then having him/her grow again. Yes, I think I've seen that recommended before (maybe from you!).
______________
Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM
Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3
I have never tried shrinking the dress during the simulation, but I assume it would have a similar effect. I think that shrinking the "people-figure" in the first frame, with the clothing parented is probably more reliable though, especially for clothing that has constrained groups and other detailed that depend on the shape of the figure. That's why I do it this way. Please correct me if I'm wrong.
Hah! far be it from me to correct you! I'm just happy to hear these various techniques that I wouldn't have thought of.
______________
Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM
Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3
What I do:
First ZERO the figure of cource: but all Morphs applied.
In frame 1 shrink the figure in X90, an Z can go as low as 50%
I leave Y as is.
In frame 10 (keyframe), I set the figure X and Z to 100%
=> Check graf that there is no "overflow" above 100% from frame 10 to 30
The figure-model-doll, (funny how these things get names) Pose I want goes into frame 20.
From frame 20 to 30 I let the cloth "settle down".
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
Wow! I've never adjusted the figure when using dynamic cloth props. I worry that the clothing will fall off as it is, but now I'd like to try this to see how it works.
Robyn, you've mentioned that you've found a bunch of freebie dynamic items. Which ones are your favorites? Do you have any for the male figures?
Quote - I have never tried shrinking the dress during the simulation, but I assume it would have a similar effect. I think that shrinking the "people-figure" in the first frame, with the clothing parented is probably more reliable though, especially for clothing that has constrained groups and other detailed that depend on the shape of the figure. That's why I do it this way. Please correct me if I'm wrong.
Doesn't parenting the prop to the figure before the simulation negate any benefits of shrinking or growing the figure because the prop will shrink or grow with the parent? I know I've had that happen to me before. I've always waited to parent the finished simulation to the figure.
Quote - Doesn't parenting the prop to the figure before the simulation negate any benefits of shrinking or growing the figure because the prop will shrink or grow with the parent? I know I've had that happen to me before. I've always waited to parent the finished simulation to the figure.
No, it won't negate the effects. In fact it creates a very smooth stretch. When the cloth is "clothified" it seems to stay the size that it starts with on the first frame of the simulation, and is then forced to stretch if the figure grows, or to drape if the figure shrinks.
There is no question in my mind that you are all talking techniques that NO manual would ever have broached, or even considered. This is incredible... incredibly excitingly innovative thinking here.
So, I'm not doing weird stuff to the simulator at all by reducing my figure's adomen y-length to 93%. Fairly pedestrian, based on what I'm reading here! Jeez, does everyone do this stuff? :woot:
wow-wow-wow-wow-WOW!
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
Quote - Most of my figures have adjusted body sizes and adjusted body PARTS. One of the reasons I started using dynamic clothing in the first place was that nothing conforming fit my characters. So yes, it's fairly pedestrian. I've been using dynamic clothing since P6, and I've not looked back!
Yes, it's amazing. I can actually use the body morphs that vendors spend all that time creating, for renders that aren't nudes.
PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.
The girl in the image in very big in the shoulders, breast, hips and thighs. She's also taller than average, a feat I accomplished by slightly increasing the length of her legs and abdomen. As has been suggested in this thread, I thought I'd shrink her down in frame one and allow her to "grow" into her actual size. It didn't really work that well, though.
Most of the time, cloth simulations work for me without too much effort. Occasionally I'll have problems, but the vast majority of my dynamic simulations progress without any trouble at all. I've scratched my head for a long time at people who find it so confusing.
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You could try this, Flibbits:
http://www.renderosity.com/mod/freestuff/details.php?item_id=15953
I'll update that little thingie I wrote to include your experiences - thanks for that.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
Metaphor of Chooks