Comforming versus dynamic clothing

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Comments

  • kyoto kidkyoto kid Posts: 41,205
    edited December 1969

    ...OK so then there are the recent releases by Aave Nainen which have both the aspects of conforming and "dynamic" cloth. While I do not have any of these (too broke) I was wondering if anyone else does and can give some feedback on this?


    Cayman, interesting points. I was not aware of the welding issue.

  • SpottedKittySpottedKitty Posts: 7,232
    edited December 1969

    Cayman said:
    The example that you show happens quite a lot with Dynamic Cloth. It is due to the fact that some edges in the mesh are not properly welded together. Effectively the cloth has a "tear" in it

    Hmm, I thought the problem was from the cloth moving due to the drape simulation faster than its friction settings allowed, causing a crumple. I've had exactly that sort of thing happen quite frequently, and it can settle itself out (although not always) if I just run the drape cycle a few more times. Sometimes allowing the drape to run for only a few frames with the gravity setting turned up can help pull a crumpled trouser leg or shirt sleeve straight — all it needs is a swift kick in the polygons... :smirk:
  • estheresther Posts: 633
    edited December 1969

    wow you really are smart. I bet most people dont'know that trick or exactly how to set it up. that would make a great clothroom tutorial.

  • icprncssicprncss Posts: 3,694
    edited December 1969

    Kyoto Kid said:
    ...OK so then there are the recent releases by Aave Nainen which have both the aspects of conforming and "dynamic" cloth. While I do not have any of these (too broke) I was wondering if anyone else does and can give some feedback on this?


    Cayman, interesting points. I was not aware of the welding issue.

    I don't use DS dynamics but in Poser these are hybrids. Clothing that conforms but has skirts and other parts that can be clothified for sims.

    I've been using the MFD as hybrid since Poser introduced the cloth room in P5.

  • kyoto kidkyoto kid Posts: 41,205
    edited December 1969

    ...the interesting part about this clothing is it is intended for Daz and doesn't make use of the Optitex dynamic control. I think (based on the description) it is all done though morphs and handles. Don't have the resources to purchase just for experimentasion sake.

  • VanguardVanguard Posts: 486
    edited December 1969

    Kyoto Kid said:
    ...the interesting part about this clothing is it is intended for Daz and doesn't make use of the Optitex dynamic control. I think (based on the description) it is all done though morphs and handles. Don't have the resources to purchase just for experimentasion sake.

    That is correct. It isn't really "dynamic" in the DAZ sense of the term. The PA instead provides a great many morphs and finely crafted details to the conforming clothes. It has its uses.

  • DanaTADanaTA Posts: 13,260
    edited December 1969

    Kyoto Kid said:
    ...not yet.

    As to the Dynamic control plugin, 50$ is a bit rich for my budget right now, particularly since it is limited only to Optitex created content.

    Where were you during the Platinum Club anniversary sale of 2010? I got it for $1.88! And I bet someone creative like you could do some interesting things with those dynamic shapes that Draagonstorm put out last year I think it was.

    Dana

  • kyoto kidkyoto kid Posts: 41,205
    edited September 2013

    ...still working on a 32 bit system which didn't have enough memory to run the basic controls without crashing 3A. I pretty much steered clear of any heavily memory intensive processes to minimise the frustration I was already dealing with just trying to get scenes to render.

    Post edited by kyoto kid on
  • TaozTaoz Posts: 9,973
    edited December 1969

    icprncss said:
    Taozen said:
    How do you create dynamic clothing? Is it just a textured mesh modeled over a figure, that you import? Or is there more to it than that?


    Early Poser dynamic clothing was single sided mesh objects. Improvements to cloth room since P5 have enabled the cloth room to handle sims involving high poly mesh, double sided mesh and more detailed mesh models.

    The more detailed a mesh, the more likely you will need to create things like constrained groups.

    OK. Does the Optitex plugin have the same features as Poser?

    PoserWorld has just released first part of a video series explaining how to make dynamic clothing (for Poser I assume). Will give it a try and make some experiments in PP2012


    The biggest issue with the Optitex system is how the dynamic cloth is "produced" inside DS. It requires the pattern which looks very much like a real world clothing pattern that is "stitched" together and then controlled minimally by the built in player or more fully by the separate control plugin.

    Creating these patterns requires at least two of the three modules of the Optitex system (at least that's what was needed years ago when I inquired via sales@Optitex about 8 years ago).

    Well I can't get it to work with other than the default pose, as the renders below shows.

    I experimented a bit in Poser a while ago with a similar dress, that was fairly simple and worked quite well.

    --

    dc01.jpg
    534 x 629 - 27K
    dc02.jpg
    387 x 609 - 25K
  • TaozTaoz Posts: 9,973
    edited December 1969

    Cayman said:
    Taozen said:
    Taozen said:

    Just wonder why a high-poly mesh may cause problems with dynamic clothing.

    It's the computations involved computing the collisions with all the polygons. Most users computers can't handle it.

    OK, thought it might cause distortions or something (colliding vertexes when bending or something).

    That makes me wonder - there are often distortions in dynamic clothing, as shown on the picture below. Is that related to a low poly count?

    The example that you show happens quite a lot with Dynamic Cloth. It is due to the fact that some edges in the mesh are not properly welded together. Effectively the cloth has a "tear" in it, which is more likely to show up with the dynamic draping process. Conforming clothing may have these tears but they never show in the same way. In fact, if you have ever tried to run a drape in Poser's Cloth Room on some conforming clothing, it can completely fall to pieces, because the designer did not feel the need to weld the zones together!

    OK. Is that not something DAZ is supposed to fix (since their QA apparently have missed it)?

  • TaozTaoz Posts: 9,973
    edited December 1969

    icprncss said:
    Unless the clothing needs to remain a hybrid, you can easily fix the welds.

    You can export the figure as an obj file and weld on export.

    You can also use the Poser grouping tools to weld and create a prop from the figure.

    Thanks, will give it a try...

  • Cayman StudiosCayman Studios Posts: 1,136
    edited December 1969

    Taozen said:
    Cayman said:
    Taozen said:
    Taozen said:

    Just wonder why a high-poly mesh may cause problems with dynamic clothing.

    It's the computations involved computing the collisions with all the polygons. Most users computers can't handle it.

    OK, thought it might cause distortions or something (colliding vertexes when bending or something).

    That makes me wonder - there are often distortions in dynamic clothing, as shown on the picture below. Is that related to a low poly count?

    The example that you show happens quite a lot with Dynamic Cloth. It is due to the fact that some edges in the mesh are not properly welded together. Effectively the cloth has a "tear" in it, which is more likely to show up with the dynamic draping process. Conforming clothing may have these tears but they never show in the same way. In fact, if you have ever tried to run a drape in Poser's Cloth Room on some conforming clothing, it can completely fall to pieces, because the designer did not feel the need to weld the zones together!

    OK. Is that not something DAZ is supposed to fix (since their QA apparently have missed it)?

    I have had another look at this, and I humbly concede that SpottedKitty may well be right. If you send a piece of oddly crumpled dynamic cloth to Hexagon you can see more clearly than in DAZ Studio the geometry of the mesh. When I checked out an example of this last time I was pretty sure I detected a "tear", but I haven't been able to reproduce this observation. The collapse of the faces on top of one another might have given that impression. I don't want to libel any PA's. :ohh:

  • VanguardVanguard Posts: 486
    edited December 1969

    Taozen said:
    icprncss said:
    Taozen said:
    How do you create dynamic clothing? Is it just a textured mesh modeled over a figure, that you import? Or is there more to it than that?


    Early Poser dynamic clothing was single sided mesh objects. Improvements to cloth room since P5 have enabled the cloth room to handle sims involving high poly mesh, double sided mesh and more detailed mesh models.

    The more detailed a mesh, the more likely you will need to create things like constrained groups.

    OK. Does the Optitex plugin have the same features as Poser?

    PoserWorld has just released first part of a video series explaining how to make dynamic clothing (for Poser I assume). Will give it a try and make some experiments in PP2012


    The biggest issue with the Optitex system is how the dynamic cloth is "produced" inside DS. It requires the pattern which looks very much like a real world clothing pattern that is "stitched" together and then controlled minimally by the built in player or more fully by the separate control plugin.

    Creating these patterns requires at least two of the three modules of the Optitex system (at least that's what was needed years ago when I inquired via sales@Optitex about 8 years ago).

    Well I can't get it to work with other than the default pose, as the renders below shows.

    I experimented a bit in Poser a while ago with a similar dress, that was fairly simple and worked quite well.

    --

    You really have to think of dynamic cloth in a more "real world" type of way. It isn't conforming, so it wont simply match whatever pose your figure is in (but boy it would be wonderful if it did )

    To achieve your target pose you would need to animate the entire draping process. It isn't very difficult and, to me, the results are well worth it.

    In a nutshell you create an animation with that "T" pose from your first picture and maybe 20 frames later you have the second pose. You then use the animates drape option and as DAZ processes the animation the dynamic cloth follows the figure as it changes to the target pose.

    It sounds complicated but once you do it few times it isn't that bad, just like anything else one needs to learn in order to do something.

    I believe there are some YouTube videos that show the process.

    The trick is to remember that Dynamic clothes in DAZ do not act anything like conforming. Once you wrap your head around that and forget the preconceived notions as they relate to conforming you are in a better place to work with dynamic cloth.

  • TaozTaoz Posts: 9,973
    edited December 1969

    Cayman said:
    I have had another look at this, and I humbly concede that SpottedKitty may well be right. If you send a piece of oddly crumpled dynamic cloth to Hexagon you can see more clearly than in DAZ Studio the geometry of the mesh. When I checked out an example of this last time I was pretty sure I detected a "tear", but I haven't been able to reproduce this observation. The collapse of the faces on top of one another might have given that impression. I don't want to libel any PA's. :ohh:

    OK, will see if I can figure out how to apply SpottedKitty's method then...

  • TaozTaoz Posts: 9,973
    edited December 1969

    Vanguard said:
    Taozen said:

    Well I can't get it to work with other than the default pose, as the renders below shows.

    I experimented a bit in Poser a while ago with a similar dress, that was fairly simple and worked quite well.

    You really have to think of dynamic cloth in a more "real world" type of way. It isn't conforming, so it wont simply match whatever pose your figure is in (but boy it would be wonderful if it did )

    To achieve your target pose you would need to animate the entire draping process. It isn't very difficult and, to me, the results are well worth it.

    In a nutshell you create an animation with that "T" pose from your first picture and maybe 20 frames later you have the second pose. You then use the animates drape option and as DAZ processes the animation the dynamic cloth follows the figure as it changes to the target pose.

    Oh yea, now I remember, that was also how I did it in Poser. Got it working now, thanks!

  • SpottedKittySpottedKitty Posts: 7,232
    edited December 1969

    Taozen said:
    OK, will see if I can figure out how to apply SpottedKitty's method then...

    If you have any problems, just post to this thread or the other one, or fire off an aaaiiieee-mail, with a screenshot of what's crinkling and I'll try to help.
  • icprncssicprncss Posts: 3,694
    edited December 1969

    Taozen said:
    icprncss said:
    Taozen said:
    How do you create dynamic clothing? Is it just a textured mesh modeled over a figure, that you import? Or is there more to it than that?


    Early Poser dynamic clothing was single sided mesh objects. Improvements to cloth room since P5 have enabled the cloth room to handle sims involving high poly mesh, double sided mesh and more detailed mesh models.

    The more detailed a mesh, the more likely you will need to create things like constrained groups.

    OK. Does the Optitex plugin have the same features as Poser?

    PoserWorld has just released first part of a video series explaining how to make dynamic clothing (for Poser I assume). Will give it a try and make some experiments in PP2012


    The biggest issue with the Optitex system is how the dynamic cloth is "produced" inside DS. It requires the pattern which looks very much like a real world clothing pattern that is "stitched" together and then controlled minimally by the built in player or more fully by the separate control plugin.

    Creating these patterns requires at least two of the three modules of the Optitex system (at least that's what was needed years ago when I inquired via sales@Optitex about 8 years ago).

    Well I can't get it to work with other than the default pose, as the renders below shows.

    I experimented a bit in Poser a while ago with a similar dress, that was fairly simple and worked quite well.

    --

    To answer you question about the Optitex plugin vs Poser, the answer is no. The Optitex plugin gives users more control over the pre-made dynamic outfit but that is about it.

    The angel robe for V4 has two variesties: one for DS and one for Poser. I don't have it but the DS version would have to be created using the Optitex pattern system and turned into dynamic cloth is the default player plugin that is part of DS. Poser does not require this. The Poser version could simply be a mesh object that is parented to V4, taken into the cloth room, clothified, and the cloth sim run using the cloth room controls.

    The tutorials from Poserworld are for creating Poser dynamic clothing and will not work dynamically in DS. Poser dynamic clothing can be imported into DS as props and partented to the figure. However the cloth control plugin will no effect on them.

  • kyoto kidkyoto kid Posts: 41,205
    edited December 1969

    ...so as I understand it, basically you have to prepose your character in Poser ass the clothing content, run the sim, then save it as a prop, load it into Daz and parent it to the figure (in a similar pose of course). So, does this save as a .pp2 or a .obj? There is a difference as usually a .obj imports untextured and unrigged with no MAT zones.

    Also how does this work with a Genesis figure which usually kicks in autofit when an item of clothing content is applied?

  • icprncssicprncss Posts: 3,694
    edited December 1969

    To be honest, since I don't use DS for dynamics, I don't really know. I suppose it would depend upon whether or not the clothing item was a prop or a figure to begin with.

    If it was a figure, I'd create a movement morph for the figure and save it to the figures library. If it were a prop, I'd probably save it to the props library under a new name.

  • SpottedKittySpottedKitty Posts: 7,232
    edited December 1969

    Kyoto Kid said:
    Also how does this work with a Genesis figure which usually kicks in autofit when an item of clothing content is applied?

    No reason for Autofit to kick in — remember, you're not loading a Genesis/V4 -compatible figure that happens to be a piece of cloth, you're importing a Poser object, a piece of cloth, that isn't even a figure (I think, if you've done it right, it'll save out of Poser as a prop).
  • kyoto kidkyoto kid Posts: 41,205
    edited December 1969

    ...does it retain it's UV, shaders, and base rigging?

  • SpottedKittySpottedKitty Posts: 7,232
    edited December 1969

    Kyoto Kid said:
    ...does it retain it's UV, shaders, and base rigging?

    UV shouldn't be a problem, shaders will as it's coming from Poser, rigging... have I got confused (again)? I thought we were talking about saving a clothified object out of Poser after draping it in the Cloth Room. In that case, there won't be any rigging left in the object, it'll just be a solid mesh.
  • kyoto kidkyoto kid Posts: 41,205
    edited December 1969

    ...thanks. Not sure how all this fits together. So then the MAT zones be preserved as well so one can apply textures through Daz, correct?

  • icprncssicprncss Posts: 3,694
    edited December 1969

    If the mesh is a prop and saved to the props library in Poser, it should retain the material settings the same as any other saved prop. Which means you should be able to open the pp2 file and change the surfaces the same as you would any pp2.

    If the mesh is figure, the sim is run, a morph target is created, added to the figure and saved as a new figure to the Poser figures library, it will retain it's material zones and rigging the same as any other figure saved to Poser library.

    If the mesh is an object that is imported into DS and rigged using the DS rigging tools, I don't know. If the object has a UV map with multiple material zones, I would presume the material zones remain. Rigging is another matter entirely. I'm still learning Poser's WM rigging and know next to nothing of DAZ's Triax rigging system. Most of my rigging knowledge still lies with Poser legacy rigging.

  • SpottedKittySpottedKitty Posts: 7,232
    edited December 1969

    Should be OK, yes.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,513
    edited December 1969

    if you do an animated sequence then import the dyn to morph python on it in Poser it can also be saved as a prop and the animation as a pose with a series of morphs one for each keyframe on the time line that apply in sequence in Daz studio as you move the scrubber.
    You must tick the appropriate boxes to do so.
    you can also save the figure animation and apply it to a new instance of the same figure in studio and use it parented on that.
    if simply saving the lot as a pz3 scene is not prefered.

  • TaozTaoz Posts: 9,973
    edited December 1969

    Taozen said:
    OK, will see if I can figure out how to apply SpottedKitty's method then...

    If you have any problems, just post to this thread or the other one, or fire off an aaaiiieee-mail, with a screenshot of what's crinkling and I'll try to help.

    Thanks very much, I appreciate that! :)

  • TaozTaoz Posts: 9,973
    edited December 1969

    icprncss said:

    To answer you question about the Optitex plugin vs Poser, the answer is no. The Optitex plugin gives users more control over the pre-made dynamic outfit but that is about it.

    OK. So can you say that one is better than the other? Poser seem to have a lot of different options, scripts and stuff.


    The angel robe for V4 has two variesties: one for DS and one for Poser. I don't have it but the DS version would have to be created using the Optitex pattern system and turned into dynamic cloth is the default player plugin that is part of DS. Poser does not require this. The Poser version could simply be a mesh object that is parented to V4, taken into the cloth room, clothified, and the cloth sim run using the cloth room controls.

    The tutorials from Poserworld are for creating Poser dynamic clothing and will not work dynamically in DS. Poser dynamic clothing can be imported into DS as props and partented to the figure. However the cloth control plugin will no effect on them.

    OK.

  • icprncssicprncss Posts: 3,694
    edited December 1969

    Taozen said:
    icprncss said:

    To answer you question about the Optitex plugin vs Poser, the answer is no. The Optitex plugin gives users more control over the pre-made dynamic outfit but that is about it.

    OK. So can you say that one is better than the other? Poser seem to have a lot of different options, scripts and stuff.


    The angel robe for V4 has two variesties: one for DS and one for Poser. I don't have it but the DS version would have to be created using the Optitex pattern system and turned into dynamic cloth is the default player plugin that is part of DS. Poser does not require this. The Poser version could simply be a mesh object that is parented to V4, taken into the cloth room, clothified, and the cloth sim run using the cloth room controls.

    The tutorials from Poserworld are for creating Poser dynamic clothing and will not work dynamically in DS. Poser dynamic clothing can be imported into DS as props and partented to the figure. However the cloth control plugin will no effect on them.

    OK.

    It depends upon what you mean by better. Poser because it has the cloth room and more controls and options and doesn't force you to use pre-made dynamic clothing from a single vendor is more versatile. I can't state one is easier to use than the other. P5 and P6 had issues with the cloth room that have since been resolved in later versions. Poser does have a bit more of learning curve and I won't say that a complex clothing sim won't crash Poser.

    Poser does have a wider range of built in tools for cloth sims as well as a wider variety of plugins available from third party vendors such as PhilC. Phil offered a cloth creation plugin for P5 that allowed you to take a basic pattern drawn in an image editor and a depth map in Poser and create dynamic clothing inside Poser.

    Is Poser better? That's a matter of opinion. Poser has had cloth dynamics for longer than DS has been in existence so it is more advanced.

  • TaozTaoz Posts: 9,973
    edited December 1969

    icprncss said:
    Taozen said:
    icprncss said:

    To answer you question about the Optitex plugin vs Poser, the answer is no. The Optitex plugin gives users more control over the pre-made dynamic outfit but that is about it.

    OK. So can you say that one is better than the other? Poser seem to have a lot of different options, scripts and stuff.


    The angel robe for V4 has two variesties: one for DS and one for Poser. I don't have it but the DS version would have to be created using the Optitex pattern system and turned into dynamic cloth is the default player plugin that is part of DS. Poser does not require this. The Poser version could simply be a mesh object that is parented to V4, taken into the cloth room, clothified, and the cloth sim run using the cloth room controls.

    The tutorials from Poserworld are for creating Poser dynamic clothing and will not work dynamically in DS. Poser dynamic clothing can be imported into DS as props and partented to the figure. However the cloth control plugin will no effect on them.

    OK.

    It depends upon what you mean by better. Poser because it has the cloth room and more controls and options and doesn't force you to use pre-made dynamic clothing from a single vendor is more versatile. I can't state one is easier to use than the other. P5 and P6 had issues with the cloth room that have since been resolved in later versions. Poser does have a bit more of learning curve and I won't say that a complex clothing sim won't crash Poser.

    Poser does have a wider range of built in tools for cloth sims as well as a wider variety of plugins available from third party vendors such as PhilC. Phil offered a cloth creation plugin for P5 that allowed you to take a basic pattern drawn in an image editor and a depth map in Poser and create dynamic clothing inside Poser.

    Is Poser better? That's a matter of opinion. Poser has had cloth dynamics for longer than DS has been in existence so it is more advanced.

    OK. Well I'm going to do some experiments in Poser and DS then, and see how it all turns out. Thanks!

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