Could you please post a short step by step how to clothify poser cloth non dynamic cloth ?
Thanks.
C412 cloth quick tutorial please
(4 posts) (2 voices)-
Posted 1 year ago #
-
Do you want to know how to do dynamic clothes dynamically or conforming clothes dynamically? These are two different things and you can't both conform a clothing figure and use it as dynamic cloth since deformations of the mesh by each will be in conflict. To do this in Poser, the clothing figure must be specially prepared to be a Hybrid Conforming/Dynamic clothing figure. It is easier to use Belting in Cinema 4D to lock parts of the dynamic cloth to the figure
For doing dynamic clothes dynamically:
1. Load the figure
2. Load the dynamic clothes prop
3. On the figure IPPFigure tag, Actions->Collision Proxies, create a Bendy Mesh (or just a Reduced Mesh if there will be no figure animation) with "Cloth Collider Tag" enabled
4. Add a Cloth NURBS object (Simulation->Cloth menu) and put your dynamic clothes prop under it
5. Add a Cloth tag to the dynamic clothes prop
6. Configure Cloth tag simulation settings (see C4D Help)
7. Press Play arrow on animation controls to start the dynamic cloth simulation and press again to stop the simulation. You can pre-simulate using the Cache feature of the Cloth tag.Posted 1 year ago # -
Many thanks.
I tried to clothify a basketball shirt on M4 (no belts, just the shirt).
The shirt has no fixed details like buttons and so on.
It was modelized with some false draping details that can't be removed.Here is the configuration that seems to do the trick for a 90 frames anim.
Collision Proxy / Bendy Mesh, 85% is good but very slow (94% or 95% is fast but not enough, the cloth penetrates Michael under the left arm).
Cloth Nurb :
Subdivision 2,
Thickness 1 cm.Cloth Tag / Tag :
Iterations 5
Stiffness 100%
Flexion 30%
Rubber 0%
Bounce 10%
Friction 10%
Mass 1
Size 100%Cloth Tag / Forces
Gravity - 1
Global Drag 1%Cloth Tag / Expert
Subsampling 5
The three EPS's at 1,5 cm.The pre-simulation using the Cache is an absolute must.
The render (lowcost radiosity included) is fast.More tweaking may make it faster. I'm not really sure of what does correctly what, but the -9,81 gravity seems to be the definit culprit responsible for the previous explosions, tearing and body gliding of the untweaked clothified prop.
Posted 1 year ago # -
Remember that with the Bendy Mesh (or Reduced Mesh), you can omit bodyparts that are not going to be needed for collision calculations. In your case, the head, arms, and legs could probably be omitted which would allow a higher quality proxy mesh. The head is especially polygon-heavy and not needing it helps significantly.
Dynamics is a very complicated and typically hit-and-miss area of 3D graphics. Good to see that you have soldiered through to get satisfactory results!
Posted 1 year ago #
Reply
You must log in to post.