saibabameuk opened this issue on Sep 06, 2024 ยท 8 posts
saibabameuk posted Fri, 06 September 2024 at 4:52 AM
My Figure walks well but the cloth setting seem to go crazy when he moves his arm . Any chance of a few tips on this.
hborre posted Fri, 06 September 2024 at 5:40 AM
You may need to adjust the cloth settings for the particular type of cloth material you are trying to simulate. It appears loose-fitting with a lot of cloth collisions. Extra animation frames may help settle the mesh better. The stretching is due to very little material mesh in the outfit. You must modify the walk animation, and reduce the stride to accommodate the outfit.
saibabameuk posted Fri, 06 September 2024 at 5:52 AM
Hi thank you so much can you suggest any settings? Cheers
RedPhantom posted Fri, 06 September 2024 at 7:21 AM Site Admin
With that being Kelvin and the robe looks like it's one for M4, are you sure you have it fitting him properly at frame 1?
Available on Amazon for the Kindle E-Reader Monster of the North and The Shimmering Mage
Today I break my own personal record for the number of days for being alive.
Check out my store here or my free stuff here
I use Poser 13 and win 10
saibabameuk posted Fri, 06 September 2024 at 8:49 AM
https://youtu.be/u_wLupC1IYY I have worked towards a work around, I had the temple t of the robe made, certainly look at the frame though thank you.https://youtu.be/u_wLupC1IYY
odf posted Fri, 06 September 2024 at 8:17 PM
Looking at the video it seems that you may have hand collisions turned off. If that's the case, I would try to add only the hands themselves (not the fingers) to the list of body parts to collide with.
-- I'm not mad at you, just Westphalian.
saibabameuk posted Sat, 07 September 2024 at 7:13 AM
Thanks odf will look again.
FVerbaas posted Sat, 07 September 2024 at 9:50 AM Forum Coordinator
The first image shows the lower arm piercing the fabric. This basically nails the fabric to the figure mesh. Then when the lower arm is moved, the whole dress arm is pulled down.
The culprit is too much pokethru of the arm in the starting pose. The cloth room can deal with and solve some amount of poke but not all.
A little theory: Poser does not require collision objects are 'watertight' so there is no way to determine whether a cloth vertex is 'inside' or 'outside' the figure. Instead, it uses a logic that if a vertex is less than a certain distance, the 'collision depth', below the nearest figure geometry it is assigned a force that in the next simulation will push it outwards. This means that if the vertex is too deep below the surface it will not be pushed out. It means also that if it is closer to the opposite figure surface it will be pulled there. That's why hands, toes, ears and cheeks are notorious for 'catching' the fabric.
Practical advice: use the 'test drape' facility to catch this. It lets Poser do a number of cloth simulation steps while the figure is not animated. You can then check whether the starting phase is correct. In this case you can probably solve by changing the figure pose at simulation start. Do not forget to uncheck 'start from zero pose'.