Cloth distorted on some character models
AscendedJoy
Posts: 44
Hello all, I'm currently having some issue with ths pair of gloves I'm making.
I notice that some characters with hand/finger bones changed, it distorts the shape of glove very severely.
Screenshot is shown without mesh smoothing but even mesh smoothing won't help much due to how severe distort is.
How should I approach this issue so it won't distort unless the character morph is really really severe?
I tried Rigidity Group, but I feel like I'm doing it wrong because it doesn't do anything for me
Base figure is Genesis 8 Female.
And before you ask, this glove has no hand or finger related bones and polygroups. It only shares lForearm so that it can receive movement from the parent figure.
Thanks.
Untitled-2.jpg
1423 x 1070 - 100K
Post edited by AscendedJoy on
Comments
After you have dialed in the character morph to G8F, select the Glove, on the Parameters Tab, show hidden, find any reference "generated" morphs caused by the dialing in of the figure. Dial those out. If this solves the problem, then make these into replacement morphs on the gloves, named the same as the generated morphs so that next time when the same character is dialed into the figure, instead of generating a new morph, it will use the one you have made.
Hello Catherine, thanks for the reply. I tried and it doesn't look like a good method due to several reasons
1. If manually dial those morphs out is really the only option, that mean's I have to dial in morphs for every single character and I do not own all the characters ever made in the world for G8F
2. I'd like to keep glove fitted into the character, but by doing "dialing the morph out", glove will be 'floating' around.
I can imagine that doing this on morphs that make character bigger will be problematic for being too small
I wonder if there is another method available...?
You could activate the Geometry Editor tool, switch to Verex mode, and select the glove vertices, then right-click>Geometry Assignment>Creeate Rigidity Group. Optionally select some vertices around the cuff adn via the same right-click menu make them a reference group. (Sorry, this is from memory so the names may be wrong.) The Rigidity Group stops morphs from being projected into the glove, which will block the distortion, setting the reference group will allow projection back in but based solely on what happens in that area - hopefull the result will be a smooth transmission of overall scaling effects without getting the distortions from differenetial shaping between diffeent parts of the hands.
You could reduce potential poke-through issues, where the hands are scaled more than the wrists for example, by setting the gloves up as GeoGrafts: use the geoemtry editor (in Polygon mode) to select the parts of figure's the hand that will be inside the gloves, right-click>Geometry Assignment>Set Auto Hide faces for Fitted Figures (again from memory), and in the dialogue that opens select the gloves. Now when the gloves are fitted and a regular posing tool is active the hands will be made invisible, so theer may be poke-through but it won't matter.
I'll give that a try again... my previous attempt wasn't successful though
Hmm, choosing less points actually worked this time. Thanks Richard.
I wonder if there is a way to paint the weights of this Rigidity to make a transition smoother?
Yes, after creating the group you should find a Rigidity Map in the list of avaialble maps in Tool Settings pane when the Node Weightmap Brush tool is active.
If the way Richard mentions works for you, fine.
If not, yes you could leave the distorted glove on and remake the morph for that character from that starting point -- and then make that as the replacement morph. I have a .pdf tutorial which goes through the steps. And yes, one would need to own several "core" characters to make them usable for several figures ... that's why one sees a list of "core" characters on the product pages. If the character one wants to use is not on the page, then the user has to make their own or switch characters if so required.