Re: modeling for syflex cloth tips?
| Date : Wed, 5 Apr 2006 10:15:00 +0100 |
| To : XSI(at)Softimage.COM |
| From : "Alan Jones" <skyphyr(at)gmail.com> |
| Subject : Re: modeling for syflex cloth tips? |
I haven't yet found a nice way to do this (except when using a curve to mesh option),
but if you can get your model retesselated using delauny tesselation then it behaves
much more naturally during cloth simulation. It gets really nice creases and generally
looks a whole lot more natural.
If anyone has an idea for taking a polymesh and retesselating (without actually going
and coding a plugin for it ;-) ) I'd love to hear it.
Cheers,
Alan.
On 4/4/06, Tim Leydecker <BauerOink(at)gmx.de> wrote:
> thanks alot for sharing those tips. I´m using the Syflex version
> that comes with Softimage 5.01, 3.x, also am a first time user...
Just in case, I meant to say that "I" am a first time user, not that
Marc-Andre is one too.
Umhpf. Sorry if that setence could be misinterpreted.
(Yes, I talked to my girlfriend, realizing you have
to take care with every single word or it´ll come back :-)
Cheers
tim
----- Original Message -----
From: "Tim Leydecker" <BauerOink(at)gmx.de>
To: <XSI(at)Softimage.COM>
Sent: Tuesday, April 04, 2006 6:51 PM
Subject: Re: modeling for syflex cloth tips?
> Hi Marc-Andre,
>
> thanks alot for sharing those tips. I´m using the Syflex version
> that comes with Softimage 5.01, 3.x, also am a first time user...
>
> Making things more baggy and not model too detailed is what
> I also found yesterday and today. It´s still really hard to get a
> mesh that reacts nicely to gravity (what I need most to get the
> wrinkles in my standing pose) while keeping the stretchvalue low
> to prevent that baggy jeans look.
>
> Will experiment with even higher subdivided but simplified shapes
> more now to be able to have lower selfcollisionvalues and stretch
> while getting nice wrinkles.
>
> The slidervalues are weird. 0,001 and such, -0,01 for gravity...
>
> Thanks again,
>
> tim
>
>
>
>
>
> ----- Original Message -----
> From: "Marc-Andre Carbonneau" <marc-andre.carbonneau(at)ubisoft.com>
> To: <XSI(at)Softimage.COM>
> Sent: Tuesday, April 04, 2006 5:37 PM
> Subject: RE: modeling for syflex cloth tips?
>
>
>> Hiya Tim,
>>
>> Here are some recommendations we've put together here in the Cinematics dept. They
>> have been put a while ago so maybe it is not appropriate with the latest version
>> of Syflex(3.5) if it's what you're using.
>>
>> -Make the geometry as simple as possible. (if you want detailed folds make the
>> cloth object with lots of subdivisions).
>>
>>
>> -Also consider making the cloths more 'baggy' than normal which should help to
>> create more wrinkles in those baggy areas.
>>
>>
>> -Keep the polygons fairly even thru out the geometry
>>
>>
>> -Cloth currently does not create static wrinkles (cannot make a raisin from a
>> grape). Such wrinkles should be modeled.
>>
>> -Clothing which has double-sides (for thickness) will take longer and be much
>> harder to solve self-interpenetration issues.
>>
>> -Modeling holes in the cloth object is not a good idea as it makes it harder to
>> give it a feel of fabric. There are no 'springs' where there are no polygons.
>> And boundaries only have springs on the mesh side-so tend to look too stiff.
>>
>> -Keep edges simple (the fewer edges we have the better it is to prevent self
>> interpenetration. Something with fringes is not a good idea (if they collide
>> edge-on).
>>
>> If you want thorn edges I recommend doing them in textures rather than modeling.
>>
>> -Edges can be a problem with the ends of sleeves as well (pants, shirts) if the
>> cloth is allowed to bunch-up/wrinkle in such a way that the boundary edge of the
>> sleeves touch the obstacle (arms, legs) this can allow the sleeves to pass through
>> the limbs. Try experimenting with 'cuffs' to try and avoid this.
>> Or stiffer material is also an alternative.
>>
>> -The fewer collisions it has to make the better it is (otherwise it takes longer
>> to simulate)
>>
>> -If clothing is modeled or animated so that it interpenetrates itself or geometry
>> it is to collide with (obstacle) pre-cloth simulation-those collisions will look
>> solve/look incorrect and cloth cannot 'fix' this.
>>
>> -Cloth elements that 'dangle' and 'bounce off' are easier/faster (and often more
>> dramatic) than cloth elements that wrap the character and collide continuously
>> with it.
>>
>>
>>
>> -----Original Message-----
>> From: owner-xsi(at)Softimage.COM [mailto: owner-xsi(at)Softimage.COM] On Behalf Of Tim
>> Leydecker
>> Sent: April 4, 2006 10:03 AM
>> To: XSI(at)Softimage.COM
>> Subject: modeling for syflex cloth tips?
>>
>> Hi folks,
>>
>> I have a pair of trousers to be stuffed into
>> a pair of boots and strapped to the hip.
>> Think of fatigues and jungleboots.
>>
>> Currently play around with syflex cloth
>> and wonder how you guys make sure
>> you get nice folding without having too
>> low a stretch value?
>>
>> I´m currently not looking for animateable
>> results but would jst want touse the clothsolve
>> as a modeling aid, refining the mesh with
>> pockets and such.
>>
>> Do you generally model the broader folds
>> or do you keep the shape simple but highly
>> divided?
>>
>> I´d appreciate if you also have a link to
>> a place these questions may better fit to,
>> in case I´m asking too syflex/cloth specific.
>>
>> Cheers
>>
>> tim
>>
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