Hi Alan,
I´ve been playing a bit more with the syflex 3.0 cloth.
http://www.hafenlola.com/downloads/Leydecker_reduced.jpg
After trying various types of tesselation I mostly end
up using my allready existing basemesh, extracting the
area I need and adding 1-2 local subdivisionsteps.
Using two pinconstraints (the cubes) and the default
syflex settings plus one collisionmesh (the arm here)
is then solved in almost realtime.
Once there is a nice look, I copy the syflexclothmesh,
freeze it at the current frame and simply add a polygon
reduction, playing with the settings mostly creates a
good start for a reasonably simple mesh.
In this case I´ll take the lower mesh and refine the
edgeloops to fit both the body while keeping the volume.
A topology brush would be marvelous...
Thanks for getting me on the way guys,
Cheers
tim
----- Original Message -----
From: "Alan Jones" <skyphyr(at)gmail.com>
To: <XSI(at)Softimage.COM>
Sent: Wednesday, April 05, 2006 3:58 PM
Subject: Re: modeling for syflex cloth tips?
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
>
>
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