Wrinkle 3D product documentation?

2

Comments

  • Richard HaseltineRichard Haseltine Posts: 102,865
    edited December 1969

    Thanks, I was mainly thinking of getting drapes on posed figures for static images rather than animation so that looks good enough to try.

  • almahiedraalmahiedra Posts: 1,353
    edited December 1969

    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 considere your last aproach very useful. I'm thinking in toony animation more than in a realistic animation.
    There is and script or something like this that import in DS a series of obj made with MD for compose in animation, but I don't remmember exactly where or how about this.

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    Mesh from the other angle where you can see the poke through which isn't a lot really.

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  • HeadwaxHeadwax Posts: 10,107
    edited December 1969

    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.

    Thanks for that !

  • almahiedraalmahiedra Posts: 1,353
    edited December 1969

    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.

    Thanks, thanks, thanks for the test. It is enough and more than good for me. Is pretty pretty cheap and for me, for example, it is imposible to buy MD or 3D Coat because their prices exceed the anual quota of cheaper dollars in my country.

  • backgroundbackground Posts: 430
    edited December 1969

    I bought this, and it looks very useful. Haven't had it long enough to show any results here but it works and hasn't crashed.
    Had a minor problem trying to use the supplied .duf files for the included shirt and pants, but the .obj files are included for those, so it was not a big issue.

    I tried a quick experiment with a posed figure and shirt, ran a wrinkle on it, and then used the morphloader pro with reverse deformation to load the morph for the shirt. It worked fine, so, yes you can use it to create wrinkles in other than T-pose, so long as you have the pose that you export saved.

    My initial verdict...
    Worth the money. Lots of potential.

  • CybersoxCybersox Posts: 9,085
    edited December 1969

    gilikshe said:
    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 considere your last aproach very useful. I'm thinking in toony animation more than in a realistic animation.
    There is and script or something like this that import in DS a series of obj made with MD for compose in animation, but I don't remmember exactly where or how about this.


    For something really toony, either approach would probably work well enough. After all, the cloth animation in the old Rankin Bass shows (like Rudolph and Santa Claus is Coming to Town) is frequently terrible, but that hasn't kept the networks from running them for nearly 50 years now. On the other hand, you're never going to get Frozen level clothing without dynamics.

  • almahiedraalmahiedra Posts: 1,353
    edited December 1969

    gilikshe said:
    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 considere your last aproach very useful. I'm thinking in toony animation more than in a realistic animation.
    There is and script or something like this that import in DS a series of obj made with MD for compose in animation, but I don't remmember exactly where or how about this.


    For something really toony, either approach would probably work well enough. After all, the cloth animation in the old Rankin Bass shows (like Rudolph and Santa Claus is Coming to Town) is frequently terrible, but that hasn't kept the networks from running them for nearly 50 years now. On the other hand, you're never going to get Frozen level clothing without dynamics.


    Totally toony toony. A vehicle to express ideas, not a paper on phisics. But first the first: clothes creation and morphs for posed with skirts in static mode.

    I love Rankin Bass shows forever. I simply like Frozen because looks awesome, but probably 10 years erase this.

  • cdemeritcdemerit Posts: 505
    edited December 1969

    Well, I did see a tutorial video.... The video seemed like it was shot in a bathroom with a 10 year old tinny mic... I'm hoping this isn't a indicator on the quality of the software.... However, I loaded a G2F with the school uniform, and sat her in a chair to get a full Sharon Stone.... Not really what I want from a school uniform... Probably fixable in other ways, but if I can make a morph....

    So I've been hemming and hawing over it.... But since there were 2 of the 90% off models I wanted, I basically bought the models I wanted, and got the Wrinkle3d for free....

    Now if Garibaldi Hair goes on sale.....

  • cdemeritcdemerit Posts: 505
    edited March 2015

    nvm, found it.

    Post edited by cdemerit on
  • ghastlycomicghastlycomic Posts: 2,531
    edited March 2015

    I tried running the simulation on the mesh a second time after my last post to see if it would further refine the cloth simulation to give the material a most silk like refinement. It did very little to change the actual appearance. It did refine the fabric geometry but the second simulation was many hours at the same setting.

    I think any further small wrinkle refinements after the initial fabric emulation will be better achieved by manually editing the mesh in 3D Coat.

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    Post edited by ghastlycomic on
  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    Okay seeing what I can do with the different cloth simulations at my disposal.

    I ran the flat blanket mesh through Wrinkle 3D trying for the most silk like drape settings.
    Then ran the flat blanket mesh through 3D Coat which has no stiffness settings for fabric.
    Then I took the Wrinkle 3D produced mesh and ran it through the 3D Coat cloth simulation and it definitely resulted in the best silk like drape.

    Here are side by side comparisons from the same angle so you can compare.

    0_blanket_Wrinkle_3D_and_3D_Coat.jpg
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    0_blanket_Wrinkle_3D.jpg
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    0_blanket_3D_Coat.jpg
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  • TaozTaoz Posts: 9,979
    edited December 1969

    Mesh from the other angle where you can see the poke through which isn't a lot really.

    In the quick tutorial he demonstrates how to fix poke throughs, did you try that here?

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    Taozen said:
    Mesh from the other angle where you can see the poke through which isn't a lot really.

    In the quick tutorial he demonstrates how to fix poke throughs, did you try that here?

    It was just a quick test with none of the settings changed except simulation quality and collision quality. I was mostly just testing to see if it would work with any meshes.

  • almahiedraalmahiedra Posts: 1,353
    edited December 1969

    I'm not sure, but some tools in wrinkle can be seemed to pegasus tools, so pegasus videos can be useful.

    https://www.youtube.com/watch?v=sUPe4iirb1E&list=PLnCXLdwOwAjQX-5fXeZMCMRZu_MwaqoJ7&index=11

  • SylvanSylvan Posts: 2,718
    edited December 1969

    Fisty said:
    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.

    I came here for this very same question :)

  • jimmulvaneyjimmulvaney Posts: 341
    edited March 2015

    Finally giving this a go myself, not sure if I will keep it or return it (already got confirmation from HELP that 30 day guarantee applies, but it is a bit convoluted if you used it to get V6) but I like that you can paint different zones for combination effects even if the navigation is a bit cumbersome. At the moment, I am having a real issue getting the lace parts of the A4 Goth Maid outfit to stay connected when it drapes...

    Before / After shot spliced together in PS (as a side note even though it shows the lace as part of the purple "rigid" group, it was not part of any group during the simulation. I just did that so you can see it easier.)

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    Post edited by jimmulvaney on
  • ghastlycomicghastlycomic Posts: 2,531
    edited March 2015

    If the geometry of the original mesh isn't welded (if the lace was a separate un-attached piece) then the cloth simulation's gravity would cause it to fall away from the rest of the mesh.

    Post edited by ghastlycomic on
  • almahiedraalmahiedra Posts: 1,353
    edited December 1969

    XiMiX said:
    Finally giving this a go myself, not sure if I will keep it or return it (already got confirmation from HELP that 30 day guarantee applies, but it is a bit convoluted if you used it to get V6) but I like that you can paint different zones for combination effects even if the navigation is a bit cumbersome. At the moment, I am having a real issue getting the lace parts of the A4 Goth Maid outfit to stay connected when it drapes...

    Before / After shot spliced together in PS (as a side note even though it shows the lace as part of the purple "rigid" group, it was not part of any group during the simulation. I just did that so you can see it easier.)


    Cumbersome is the exact word. I need ten exploding sheets before to find how this works. Are laces connected to dress mesh? No problem in poser, but problem in DS with smooth modifier and probably with wrinkle simulation.

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  • RAMWolffRAMWolff Posts: 10,256
    edited December 1969

    It's great to see that the sims DO allow for posed figures to be inported. YAY! What this program needs is a DS bridge!

  • jimmulvaneyjimmulvaney Posts: 341
    edited March 2015

    gilikshe said:
    Cumbersome is the exact word. I need ten exploding sheets before to find how this works. Are laces connected to dress mesh? No problem in poser, but problem in DS with smooth modifier and probably with wrinkle simulation.

    Did you go through the (limited) tutorials? If that is a skirt and it is "unwrapping" around your figure, then you need to "fix" some polys around the seam. I had to do the same for mine because it would just peel open from the back like a banana. Also, I learned a great deal of the program by going to Options Tab > Edit Keys as well as clicking on the "Wrinkle 3D" program icon in the upper-left hand corner > Help > Help will give you some pdf documentation.

    Overall I like the program but it is not without it's quirks and they need to make inverted controls into an option toggle, it is the one thing that really hinders me at the moment. It has great potential for future updates but as of right now... I am still not sold. I got 28 days to make up my mind though and am willing to give the author a chance to change it.

    Lastly, there is a menu to jump between the different tools 3dutils offers, but I have not tried them out because I do not own any of them.

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    Post edited by jimmulvaney on
  • almahiedraalmahiedra Posts: 1,353
    edited December 1969

    XiMiX said:
    gilikshe said:
    Cumbersome is the exact word. I need ten exploding sheets before to find how this works. Are laces connected to dress mesh? No problem in poser, but problem in DS with smooth modifier and probably with wrinkle simulation.

    Did you go through the (limited) tutorials? If that is a skirt and it is "unwrapping" around your figure, then you need to "fix" some polys around the seam. I had to do the same for mine because it would just peel open from the back like a banana. Also, I learned a great deal of the program by going to Options Tab > Edit Keys as well as clicking on the "Wrinkle 3D" program icon in the upper-left hand corner > Help > Help will give you some pdf documentation.

    Overall I like the program but it is not without it's quirks and they need to make inverted controls into an option toggle, it is the one thing that really hinders me at the moment. It has great potential for future updates but as of right now... I am still not sold. I got 28 days to make up my mind though and am willing to give the author a chance to change it.

    Lastly, there is a menu to jump between the different tools 3dutils offers, but I have not tried them out because I do not own any of them.

    The figure isn't a skirt, it is a plane prop. Yes, pdf finded, but the info is yet not enough to me to control what thing goes in each group. I would like too see in any moment the zone that I define with brush tool or polygon tool, the first time I see it but after, I don't. I yet need to see videos several times, I hadn't "process" the last part of long video and nothing of the short video.
    There are a files in Files Programs(x86)/3D Utils/Tutorial folder with the shirt in the video and a pant.

  • HavosHavos Posts: 5,404
    edited December 1969

    Has anyone worked out how to use the transform tools (translate, rotate, scale) to move the cloth object and/or the collision objects before running the simulation. I can not see anywhere this is mentioned in the tutorials, and when I activate the translation tool I get a small graphic with three arrows point in the x,y and z directions, but moving this around does not seem to move any of the objects around at all. I tried selecting the cloth object before translating, but again not effect. Do these controls do anything at all?

  • jimmulvaneyjimmulvaney Posts: 341
    edited December 1969

    Not what they are for. The transform tools are for manipulating the gravity force (red sphere with arrow), so you can control the direction the mesh is pulled in. You should be setting up your scene in DS or Poser first, then export the clothing (fully posed) as a obj file with Poser settings. Pull that into Wrinkle 3D and go from there. Then you can import the draped version either as another static obj or as a morph for the original clothing piece using the morph loader.

  • HavosHavos Posts: 5,404
    edited December 1969

    XiMiX said:
    Not what they are for. The transform tools are for manipulating the gravity force (red sphere with arrow), so you can control the direction the mesh is pulled in. You should be setting up your scene in DS or Poser first, then export the clothing (fully posed) as a obj file with Poser settings. Pull that into Wrinkle 3D and go from there. Then you can import the draped version either as another static obj or as a morph for the original clothing piece using the morph loader.

    Okay thanks, I guess that sort of makes sense since the idea is to create a morph of the clothing, rather than a separate obj. I have now found a way of moving the collision objects, which does help. You can also move and rotate the main mesh if you select all of its polygons, but it jumps back to its original position if you run a simulation, so there is not much point moving it. All I was trying to do was to drape a garment over the back of a chair. I could of course do this by exporting the obj out of DS and running the simulation on my copy of Poser 2012, but I was hoping this product could do that even easier. Last time I tried that with Poser, poser seemed to have screwed up the mesh somewhat, so I could not export it back as a morph in DS.

  • almahiedraalmahiedra Posts: 1,353
    edited December 1969

    Havos said:
    XiMiX said:
    Not what they are for. The transform tools are for manipulating the gravity force (red sphere with arrow), so you can control the direction the mesh is pulled in. You should be setting up your scene in DS or Poser first, then export the clothing (fully posed) as a obj file with Poser settings. Pull that into Wrinkle 3D and go from there. Then you can import the draped version either as another static obj or as a morph for the original clothing piece using the morph loader.

    Okay thanks, I guess that sort of makes sense since the idea is to create a morph of the clothing, rather than a separate obj. I have now found a way of moving the collision objects, which does help. You can also move and rotate the main mesh if you select all of its polygons, but it jumps back to its original position if you run a simulation, so there is not much point moving it. All I was trying to do was to drape a garment over the back of a chair. I could of course do this by exporting the obj out of DS and running the simulation on my copy of Poser 2012, but I was hoping this product could do that even easier. Last time I tried that with Poser, poser seemed to have screwed up the mesh somewhat, so I could not export it back as a morph in DS.

    I don't waited until simulation end. MDF in a chair, there is a hole in the cloth, but I do this using few brain activity %-P
    I add all to _high_collision group

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    wrinkle_mfd_chair.png
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  • HavosHavos Posts: 5,404
    edited December 1969

    gilikshe said:
    Havos said:
    XiMiX said:
    Not what they are for. The transform tools are for manipulating the gravity force (red sphere with arrow), so you can control the direction the mesh is pulled in. You should be setting up your scene in DS or Poser first, then export the clothing (fully posed) as a obj file with Poser settings. Pull that into Wrinkle 3D and go from there. Then you can import the draped version either as another static obj or as a morph for the original clothing piece using the morph loader.

    Okay thanks, I guess that sort of makes sense since the idea is to create a morph of the clothing, rather than a separate obj. I have now found a way of moving the collision objects, which does help. You can also move and rotate the main mesh if you select all of its polygons, but it jumps back to its original position if you run a simulation, so there is not much point moving it. All I was trying to do was to drape a garment over the back of a chair. I could of course do this by exporting the obj out of DS and running the simulation on my copy of Poser 2012, but I was hoping this product could do that even easier. Last time I tried that with Poser, poser seemed to have screwed up the mesh somewhat, so I could not export it back as a morph in DS.

    I don't waited until simulation end. MDF in a chair, there is a hole in the cloth, but I do this using few brain activity %-P
    I add all to _high_collision group

    Looks interesting, I assume you changed the direction of gravity to make it fall over the chair in that manner? btw, one way I saw to shorten the simulation is to reduce the simulation quality. I am assuming the simulation quality is roughly the number of frames the animated drape will run

  • almahiedraalmahiedra Posts: 1,353
    edited December 1969

    Havos said:

    Looks interesting, I assume you changed the direction of gravity to make it fall over the chair in that manner? btw, one way I saw to shorten the simulation is to reduce the simulation quality. I am assuming the simulation quality is roughly the number of frames the animated drape will run

    I roted and translate dress over chair in DS, and then save as obj. To apply the simulated obj in DS it works with a dress in the orginal position without rotate or translation.

  • takezo_3001takezo_3001 Posts: 1,998
    edited April 2015

    I bought his wrinkle deadware and it won't even start up on my PC, and no, I do not have the patience to spend hours trouble shooting how and why this won't run on my machine as 95% of programs installed work fine, I do not care to keep this prog on my machine any longer...And judging from the responses here it seems that this seller is still too lax on sharing vital operational information of his products, as I bought his morph progs several yrs back and finally abandoned the program due to it's design and severe lack of support from the author....I have now learned my lesson! ;-)

    Post edited by takezo_3001 on
  • mtl1mtl1 Posts: 1,507
    edited December 1969

    Can anyone test this with long hair to see what the results look like? This may be an easy way to get realistic wind movement and draping.

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