vilters opened this issue on Aug 20, 2013 · 6 posts
vilters posted Tue, 20 August 2013 at 7:25 AM
The fitting room is pure math, here some tips & tricks.
What the fitting room tries to do is shrink the ouside obj to the inside obj.
This works best if it can transfer X,Y,Z from one underlying vertex to one outside vertex + the offset delta.
Result???
The fitting room works best if both objects have the +/- same polygon density in the same zones.
Some aera's of a figure have large polygons, other aera's have small polygons. => Build for that.
Tips.
Build you clothing with the same polygon density as the underlying figure, and respect the polygon density & distribution of the underlying figure.
Always go in the fitting room with figure and clothing set to Poser Traditional.=> Do not use Unimesh and do not SubD yet.
Transfer morphs is the same thing.
It transfers delta's and has to choose what delta's from what inside vertex to transfer to what outside vertex.
Here again, the best results come if both meshes have the +/- same polygon density in the same area's.
And this is most important in critical zones.
Best is a one to one transfer, but this is close to impossible.
Poser does some interpollations but play on the safe side.
Once outside the fitting room, you can set to Poser Unimesh and SubD the figure and the clothing.
If both figure and clothing have the same polygon density, both will smooth out, and the fit will stay.
If there is a large difference in polygon density, you could get poking when conforming/bending.
Known problems.
ultra high polygon meshes to ultra high polygon clothes. => The calculation can jump fron one polygon edge line to the next polygon edge line and back. => Looks like stairs. LOL.
ultra high polygon figures and low polygon clothing => The transfer calculations can jump a line => Stairs
low polygon figures and high polygon clothing => The transfer calculations can jump a line => Stairs
These same jumps can be the reason why sometimes the autogroup groups are not completely welded.
Happy posering
Tony
Edit:
it is useless to build ulta high polygon clothing to try to solve this.
The figure has only so many vertex data to transfer. The rest is interpollation.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
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lmckenzie posted Tue, 20 August 2013 at 8:35 AM
Makes sense and good to know, thanks.
"Democracy is a pathetic belief in the collective wisdom of individual ignorance." - H. L. Mencken
aRtBee posted Tue, 20 August 2013 at 8:44 AM
makes some sense.
But when I can't/won't affect the meshes of figure and clothes, then what is the recommended strategy? SubD one (usualy clothes) till it sort of matches the density of the other (usualy figure)? What about Poser Unimesh setting then (otherwise I can't SubD)?
Please advice.
- - - - -
Usually I'm wrong. But to be effective and efficient, I don't need to be correct or accurate.
visit www.aRtBeeWeb.nl (works) or Missing Manuals (tutorials & reviews) - both need an update though
vilters posted Tue, 20 August 2013 at 9:01 AM
The Posers internal SubD is not taken into acount in the fitting room.
It reverts back to traditional, but it is better to avoid this, and go in the fitting room In Poser traditional with the clothing and figure anyway.
The only thing you can do is change the mesh density of the clothing outside of Poser.
Take the clothing object into Hexagon, Blender or whatever you prefer, and SubD untill it +/- maches the poly density of the figure.
Then use that object file in the fitting room.
As you want this clothing to fit your figure use;
Click create
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"!
vilters posted Tue, 20 August 2013 at 9:11 AM
The above tread was mostly intended for NEW clothing building.
With existing clothing, you will have to work around the limitations.
Use the new morph tools to fine tune your clothing once it is out of the fitting room.
Remark;
Test.
if OK? you are done.
if you get poking during posing.
Retest.
Why?
There is a problem with the morph brush to mirror its changes while the figure is posed and NOT in its true ZERO position.
You have to use the morph brush when the figure is at ture zero to mirror its changes.
No problem if you do not need the mirror function to use the morph brush on a posed figure/clothing.
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"!
TheAnimaGemini posted Tue, 20 August 2013 at 11:49 AM
Thanks
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