Hi Alan,
Thanks a lot!
I retesselated the mesh using a SubdividePolygonOp
with the "X" option and skipped the syGravity part
completely, eliminating the stretch introduced by it.
Instead just used two pinconstraints. One for the waist
and one for the ankle.
Solves in realtime now. Just move the pincontrollers.
If you add a QuadrangulateOp ontop the clothsolve
and play around with the setting you get a nice mesh.
(_underscore! 25KB, *.jpg)
http://www.hafenlola.com/downloads/Leydecker_syflexclothmodeling.jpg
Still solves in realtime. Again, just SRT the contstraints.
Here´s the scene (collisionbodymesh by Zack Petroc),
requires XSI 5.01 adv, feel free to use it, I use an
educational version - so don´t just sell the file...
(_underscore! 345kB, XSI 5.01 adv - edu)
http://www.hafenlola.com/downloads/Leydecker_syflexclothmodeling.zip
If you look at the Properties and delete the quadrangulatOp
syCloth, smooth and subdividePolygonOP you can get the
basemesh used.
This is a really great way for getting a nice clotheffect modeled.
E.g., the result can easily be used as a guide for modeling a
clean mesh (that won´t need to deform but look good).
Thanks again to Marc-Andre as well!
Cheers
tim
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