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
faster then your angel can fly"!