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Unfortunately the only option I've found for delauny tesselation so far is when you're converting a curve to mesh.
If you go to the tesselation page and change the type to delauny. Then set the maximum area you'll get a mesh that simulates nicely.
Though we don't have anyway to retesselate a polymesh/subdivided polymesh with delauny - which would be exceptionally useful for cloth sim.
Cheers,
Alan.
On 4/5/06,
Tim Leydecker <BauerOink(at)gmx.de> wrote:
Hi Alan,
>Yeah - I found by adding a quadrangulate >on top and subdividing you get really nice >results - with much faster solves.
No problem. It´s been rewarding to figure it out myself and play with the results.
But how do you get delauny tesselation?
Is this something compareable to the way Maya Cloth garments/meshes are tesselated?
I can´t work on this thing more now, need to get other things done instead but will
see if I can come up with something similar to the syflex solve using the Foundation Cloth, my adv expires in September, will probably just go for a Foundation or maybe an Essential to have access to satellite rendering.
Whatever, thanks for the tips!
Cheers
tim
----- Original Message ----- From: "Alan Jones" <skyphyr(at)gmail.com> To: <
XSI(at)Softimage.COM> Sent: Wednesday, April 05, 2006 3:06 PM Subject: Re: modeling for syflex cloth tips?
Hi Tim,
Yeah - I found by adding a quadrangulate on top and subdividing you get really nice results - with much faster solves.
Sorry I didn't mention that before.
Cheers,
Alan.
On 4/5/06, Tim Leydecker <BauerOink(at)gmx.de> wrote: > > 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 > > > --- > Unsubscribe? Mail
Majordomo(at)Softimage.COM with the following text in body: > unsubscribe xsi >
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