Wrinkle 3D product documentation?

This looks like it could be great, but the product description doesn't answer a lot of the questions I have about it (such as can the clothing be wrinkled on a posed form) and there's noting in the documents section yet. Is there a thread on this product or an offsite link to something a bit more detailed?
Comments
Isn't there supposed to be a tutorial?
Video tutorials included is what it says on the product page.
It says on the Product Page :
It looks like you have to create a morph for anything you make in Wrinkle, then import it to DS, using Morph Loader Pro, so I think the answer would be yes.
There are supposed to be video tutorials (Flash Player required) as well as Help files in PDF format.
EDIT:
XPost, great minds think alike :)
I did a google search and I think this is his web site link = http://www.3dutils.com/
however there is nothing there to further understand this product.
a video going through the features would of been helpful. but nothing. sigh!
I have Pegasus modeller and same with that all you get are the low quality videos to show the basics, wish there was more support for his products but I wasted money on Pegasus 2 and 3 this looks good but the lack of after sales support forces me to avoid it sadly.
I'm specifically interested in creating realistic folds at elbows, armpits and knees, particularly for male characters. Right now, their absence is costing me a lot of realism in my work, and the efforts to correct it in post are very time consuming.
I'll take a look at this software in more detail tonight and let you all know what I think after watching available videos and reading the PDFs.
Also no indication if it can be used to make morphs for products.. it would make a nice time saver of base wrinkles before going in z-brush for final touches if it can.
That would be appreciated. This looks like it could be useful, but having to buy the software just to find out what the actual workflow process would be like is a major negative. Would it have been that hard to post the manual or a more comprehensive overview as a link, either here or on the vendor's own website or YouTube page?
Not to mention the fact that there's no mention of what file types it works with. At a guess one would assumes that it works with items saved as dufs, since it's being sold here at DAZ, and since it exports as obj it would probably import one as well, but what about the various poser formats?
Not to mention the fact that there's no mention of what file types it works with. At a guess one would assumes that it works with items saved as dufs, since it's being sold here at DAZ, and since it exports as obj it would probably import one as well, but what about the various poser formats?
You have to export as Wavefront OBJ from D|S then import the figure and the clothing into Wrinkle. There is no direct interface between the two. The "wrinkle" morph is then exported as an OBJ then imported into D|S as a Morph Target.
On my Windows 8.1 Pro system the program has to be run in Administrator mode otherwise it refuses to start.
You have to export as Wavefront OBJ from D|S then import the figure and the clothing into Wrinkle. There is no direct interface between the two. The "wrinkle" morph is then exported as an OBJ then imported into D|S as a Morph Target.
On my Windows 8.1 Pro system the program has to be run in Administrator mode otherwise it refuses to start.
So, if I follow that right... to use an item that only comes as a poser cr2, the item would have to be converted to duf, ds or dsa, then converted again to obj to import into wrinkle, then exported back into DS using morphloader to create a morph? Or can it create morphs that work directly on the cr2?
I would like some clarification of the license for that reason, yes.
I would like some clarification of the license for that reason, yes.
My take...it isn't a library of morphs...it is a 'geometry mover'. I don't see any difference between what it does and what you can do in Blender running a cloth sim (or any other serious modeler, for that matter). So why wouldn't the wrinkles it makes to your original mesh be usable for any purpose?
If it's different, then there is a major reason to torpedo it...
Yea might s well use blender or poser. From what I seen it doesn't even load for most people, little or no support, and it doesn't have anything to do with animating dynamic clothes. This kind of thing makes me want to try and sell my content (I always fear I wont be able to keep up with supporting my own products). Hope he proves me wrong, sorry. I usally would buy something like this but in this case I'll wait. (I can always load up Poser and do it...lol....)
Videos links posted in this thread
http://www.daz3d.com/forums/viewreply/788124/
exatly, proves the software needs work....
exatly, proves the software needs work....
For its price, it is well, no problem with a little of work. But the important question for me is how it looks when clothe is conforming, probably smoothing, and genesis 1/2 or another is posed and shaped. Also, Are wind and gravity useful in an animation or only in a static use?
Looks interesting enough. It's just an external cloth simulator that makes one OBJ interact with another OBJ. I wouldn't see why there would be any prohibition against using it to make products since the mesh is entirely your own making it's just running a simulation on it.
Looks more advanced than the cloth simulation in 3D Coat which I have found to be of limited use. It seems like it has multiple gravity points so if I'm not mistaken you have have gravity affect the torso of a mesh in one direction and the sleeves of a mesh in the other direction. This will be handy since most of the time out arms are pointed more or less downward yet in the T-Pose universal gravity pulls the cloth in a direction that are arms are not normally in.
I wish it would just work in Daz scale instead of Poser only but that's a minor annoyance.
Just keep in mind that if you're going to use actual geometry for wrinkles instead of just normal/bump maps you're going to end up with a very dense polygon mesh if you want it to look any good.
I'd like to hear of the stability problems being reported have been addressed, but it sounds like it might be a useful tool for clothes creation provided it runs on my machine and doesn't have any usage restrictions.
Since it's being sold at DAZ to work with D/S, I'd call it more than just annoying. I'm kind of surprised that DAZ let it through QC like that, as it's almost certainly going to cause issues for people new to 3D.
Thank you for posting the link to that thread. The registration issues being reported are certainly not an encouraging sign. Hopefully someone with positive results will post either here or there, but so far it's sounding like this product wasn't quite ready for release.
For its price, it is well, no problem with a little of work. But the important question for me is how it looks when clothe is conforming, probably smoothing, and genesis 1/2 or another is posed and shaped. Also, Are wind and gravity useful in an animation or only in a static use?
I'd like to be wrong, but it appears that all the morphs have to created in the T-pose, so as far as the wind goes, it seems that the best you could do is create a couple of generic morphs that you could cycle through.
This vendor apps are usually windows only and stand alone applications. They come with one or two basic video tutorials. Any product support is best sent through Zen Desk as, from past experience, the vendor was slow to respond to problems and questions.
Just bought it. I seemed to have some store credit to my account and since it's already $10 off I ended up getting it for about $6 so why not. Ran a couple of quick simulations on a test mesh without bothering to apply anything other than stiffness and simulation and collision quality.
Seems pretty straight forward so far and no issues yet as far as stability goes.
Does a pretty good job with stiff fabric simulation. Could use a bit more work on the soft fabric simulation though, doesn't do as good a job as Marvelous Designer on the silky sort of fabrics.
I suspect if I export the Genesis figure with higher sub division settings it'll give better collision detection.
I'm looking at it more from the cloth creation aspect than adding morphs to an existing mesh aspect and I can definitely see that it has potential once I learn all the finer points of the software. I'm looking forward to learning how to apply multiple gravity points.
All in all happy with the product so far, hope to see it improve.
Is it in fact limited to the T pose? And to humans?
Doesn't look to be limited to humans.
For animation purposes, though, while you could theoretically export a series of .objs of the g2 figure for every pose in the animation, then create separate morphs for each keyframe of animation, you'd end up with a problem of drifting anchor points. Specifically, since you would be running completely separate sims to create each morph in the sequence, there's be no guarantee that the morphs would match, from frame to frame, resulting in a flickering/strobing movement of the cloth not-unlike the fur rippling on old stop motion models like the original King Kong. Technically, you'd have a much better chance of getting morph continuity if at least one half of the equation was static from frame to frame, so a better bet would be to create all the wrinkles in the T-Pose and vary the gravity and wind direction for each new keyframe. Either way, though, it's a heck of a lot of work for something that Poser's cloth room already does.
I think it's simply Mesh A clothifies and collides with Mesh B. Let me do a quick experiment and see.
If possible to work with seated mesh and a skirt...and animals...and objects?????
edited: ? instead of !
please, please, please
Yup. It's simply Mesh A is clothify mesh, Mesh B is a collision mesh. I made a very simply blanket which was just a plane of about 25K polys, then I made a simple bed mesh out of some Sculpty primitives in Hex and then posed Genesis laying on the bed and exported that as the collision mesh.
Import both meshes into their spots and run the simulation and Mesh A turns into a cloth blanket and starts draping over Mesh B.
One thing I noticed is the simulation does not run if no part of the geometry of Mesh A is in contact with Mesh B (or perhaps just close proximity. I adjusted the position of Mesh A so it touched the knee of Genesis and ran the simulation and it appears to be working.
Will post the results once they're done.
Okay test is finished and rendered.
The only settings I adjusted was Softness, Collision Quality, and Simulation Quality (which were maxed).
Then I ran the simulation and went and surfed the internet while I waited for it to complete.
There's not a lot of poke through (could probably fix most of it with a smooth modifier in Daz). If I ran a second simulation on the mesh (export it and then re-import it to the simulator) with some adjustments to the gravity direction I'd probably get an even better result. It is pretty slow at the highest quality settings and there's no real time adjustments like grabbing and tugging like there is in Marvelous Designer and 3D Coat, but it's pretty cheap and does a decent enough job making cloth meshes.