Forum: Poser Python Scripting


Subject: dynamic cloth (seperating by material)

ice-boy opened this issue on Oct 23, 2011 · 8 posts


ice-boy posted Sun, 23 October 2011 at 4:48 PM

i have some questions.i have a dynamic cloth. i already calculated the dynamic cloth. so its animated in the scene on an object.

i have more then one material on this cloth.
could we writte a python script that would seperate the cloth based on the material or vertex groups?

 so i am asking if it would be possible to seperate the cloth into two cloth objects. based on the material.

 thank you


PhilC posted Sun, 23 October 2011 at 6:04 PM

You can do that using the grouping tool.

Create new group.
Assign material to group.
Repeat for other material(s)
Spawn props.

Hope that helps.


bagginsbill posted Sun, 23 October 2011 at 6:24 PM

State the problem, not your solution, ice boy. Engineers will give bad answeers because your question is misleading. Here is the problem. He has a mesh where all parts are needed for a simulation, but some parts are undesirable for rendering. How do you perform the simulation and then make part of it invisible. That is the problem. Now constraints on the solution. Transparency on the undesired polygons is a non starter. One, it is slow to render. Two, there are various buggy versions of Poser that will not let light through the transparency with the same results as would be if the polygons were invisible or simply did not exist. So, now offer solutions. It was brought up that moving the undesired polygons to a new group or actor or whatever would permit retention of the dynamics as well as setting visible to off on these polygons. He wants to know how to do that. Is that possible. I do not know.


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nruddock posted Sun, 23 October 2011 at 8:44 PM

Quote - Transparency on the undesired polygons is a non starter. One, it is slow to render.

But is the only solution that doesn't alter the geometry.
Altering the geometry in any except adding materials or groups will require redoing the setup and simulation (because you'd be starting with a new object).

Quote - It was brought up that moving the undesired polygons to a new group or actor or whatever would permit retention of the dynamics as well as setting visible to off on these polygons.

Visibility only applies to actors in a figure, or a whole prop (while a prop can have groups, for visibility purposes only the prop itself can be affected).


bagginsbill posted Sun, 23 October 2011 at 9:24 PM

Yes we know that. The person suggesting the visiblity option suggested to ice-boy that if he could get those polygons to move to a new group, he could then use the actor visibility. Yes that's a change to the geometry. The requirement is asking for a change to the geometry that preserves the calculated dynamic.

So - is there no way to move the polygons out of the group while preserving the simulation? I consider it theoretically possible, because the polygons are not in the simulation - the vertices are.

 


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


ice-boy posted Mon, 24 October 2011 at 3:13 AM

thanks for the help.

i was trying with morphs. but it didnt work how i imagined.

 

so i was now thinking if with python we could writte a script that would seperate it based on materials. or at least make it invisible for rendering .

 

 

 

 


markschum posted Mon, 24 October 2011 at 8:32 AM

cant you use the grouping tool , and allocate all the polygons you want to hide to a new material, then make that material transparent ?


ice-boy posted Mon, 24 October 2011 at 9:12 AM

i would love the use the grouping tool if the dynamic would not be deleted.

 

the question is can it ;) hehehe