Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 24 1:08 pm)
I have Esha's Cloth Room Master Class tutorial, but I'd be interested in other advanced tutorials as well.
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If I remember well vertices in the 'choreographed' group follow object translations. So if you add the vertices at the place where you want to pick up the skirt to that group you may be able to lift thge skirt there. This method of course does not work for hybrid clothing where the skirt is say the hip actor and you can have only one animated action. You can grab the skirt in 2 locations but then these locations will have to move as one.
I made a bunch, some time ago
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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
Thanks everyone, I had completely forgotten what I was supposed to be doing. I do have all those tutorials bookmarked or saved but for some reason I was being quite dense about it. Finally it clicked when I read this post in the Hivewire forum (not sure if I'm allowed to post here). In case anyone else is having the same problem it's in Forums: Learn and Practice: Software: Poser: Pulling Back the Drapes: The Cloth Room, a thread started by VortigensBane. So, here's my result:
In that thread VortigensBane says to move the whole prop so that the selected vertice in the choreographed group is where we want it in 3D space which is fine when you have only one point. My question is what happens if I have two separate vertices? For example I want my character to lift both sides of her dress and curtsey like this:
Has anyone done or found anything similar in a tutorial, preferably dumbed down and step by step. :) Thanks!
Oh, and I nearly forgot. In my attempt above the dress is being pulled from the torso which looks a bit unnatural. How can I get it to look as if it's being lifted only from the skirt part? When you lift below the hip the torso doesn't necessarily follow. Should I constrain the torso?
Nicely done Kalypso. I think I would try Soft Decorated for the bodice (or whatever that mat zone is called), as it might be enough, though I see you don't have a seam at the waist, so not sure. If that doesn't work, you can always try constraining it, but again, without a separate bodice from the skirt, I don't know how that would work.
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OK . . . Where's my chocolate?
I look forward to seeing it. I've not played in the Hair Room, but there's always a first time.
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OK . . . Where's my chocolate?
Miss B thanks for the suggestion, I'm afraid I've botched it so now I'm thinking of doing the curtsey differently. Two separate animations and postwork is probably the route I'll go since no one really seems to know of any detailed tutorial for this stuff. I'm also thinking that maybe I should do a cloth room simulation to get the dress fitted on the pose and then maybe a bullet physics simulation to lift the ends of the dress?
Boni, thank you for doing the webinars. Could we get some more information on these? Will it be like SM's which is live and then recorded for those who can't attend?
For 2-handed curtsey you could try to add two spheres, large enough not to 'slip' through the mesh of the skirt bur small enough not to show as a ball under the cloth, and then position them where you want the hand to grab the skirt. Then in simulation use the target tool to move the spheres to the hands. This should pull the cloth to the hand. Alternatively make the skirt a hybrid character with waist, hip and two 'arms' chind of hip to move the cloth. Let 'arms' each have one-facet geometry where you want to grab the skirt, rest of geometry is 'waist' and 'hip'. Make hip clothified body part. This should allow you to move the grip points as you like. All this not tested, sorry no access to system, but that is how you would go at this.
These Webinars will be hosted by Renderosity and YES they will be live and recorded for those who cannot attend.
Keep in mind Kalypso that in bullet physics there are "hulls" that the object collides against, not the actual geometry, therefore not as "close". Poser uses small convex shapes as it's hulls. Poser legacy dynamics uses calculus and the actual geometry. If that is an issue for you. Bullet Physics advantage is real time and that saves time, but accuracy is somewhat lost.
Boni
"Be Hero to Yourself" -- Peter Tork
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I started using dynamic cloth with Poser 5/6 and had collected various tutorials but now I can't seem to find anything more advanced for doing certain things with the clothing like lifting up the edge of a skirt and so on. I'm pretty sure there is a more comprehensive tutorial out there for free or for sale but I can't seem to locate it. I don't want another beginner's one that shows you how to set up the simulation or what the parameters mean. If anyone one knows of advanced tutorials please point me in the right direction. Oh, and Esha's Master Class tutorial does not include these details for cloth and character interaction either.
Thanks!