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Hash, Inc. - Animation:Master

johnl3d

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Everything posted by johnl3d

  1. the render times were quick but the simulation times where high because of the setup.
  2. very fast test of beta sorry its a little fast and rough...never thoought i would be making a dress. Needs a few tweaks betadress.mov
  3. okay here is the project hope this helps someone and if you get a better sample please post shirtthom06.zip
  4. okay I've added some pants and for now i'm done with this project test so i'll also post the project next respone shirtthom_06.mov
  5. If you turn up the number of sub steps you'l won't get the breakthrough you got at the end also if you turn off self collide the shirt moves better.
  6. okay fps down to 30 sub steps up to 32 changed bendtype to springs. Looks as if the substep does the same think to help ..oh also lengthen the sleeves one extrusion when do you what the project posted ? by the way if anyone else has tips or if I'm stating something incorrect please step in remember I'm just a tinkerer not an expert shirtthom_05.mov
  7. the question on attach groups here is a picture showing the attach group if you are wondering what that is review the clothsim tuts especially the flag
  8. With simcloth if the action is too fast or sudden the simulation stops. So if you are doing an action at 30 frames per sec the parts of the action is spread over 30 frames. By changing the rate at the top of the PWS to 90 fps the action is spread over 90 frames and the simulation moves is smaller steps. It was suggested that that same effect could be to increase the sub steps I haven't tried that. Now this is just for the simulation you can go back to 30 fps when rendering but I have left it the same for the postings I've made and with sorenson 3 compression the file size has been for most has been small
  9. okay here is the next sample with collision tolerance reduced from 3 to 1 ..I also lowered the shirt on thom a little.. Yes there is an attached group I mentioned it above its the neck ring and the top of the sleeve ring by the armpits. I'll try the substep idea as well but it really isn't bad otherwise shirtthom_04.mov
  10. Thanks for the comments. I'll hopefully be posting more versions tonight. As far as settling time for these examples scroll back to the first frame this is the 'cloth" as a normal patch the second frame it goes to the simcloth and its on from there. The last sleeve example shows the cuffs ballooning out. As for features I have not really played with that would be mostly rigging and lighting and my modeling skills are the reason I play with the rest I think for most uses of sim cloth the settings will have to be made custom to the actual use. If anyone else is playing with this I found actually learned from an earlier posting that increasing the fps helps the simulation causing it to happen in smaller steps I have been using at least 60 and lately 90 fps. I wonder if this would help the older regular cloth ? Darn another thing to play with ! Edit: attaching a picture of how simcloth appears while simulating.I also enchance the screen grab in PS to show the density (setting 16)
  11. The collision tolerance is the default I basically just turned off selfcollide and set stretch type to spring. I'm just trying to feel my way through the parameters. This posting I lengthened the sleeves and trying bending the arm more. I should note that the shirt is assigned to the neck bone and I used the attach group (see flag tut) as the neck hole and the top of the holes where the sleeves start in the armpit area. I will adjust the collision tolerance tomorrow night and get the sleeves tighter. shirtthom_03.mov
  12. sleeves added thanks Rodney next to move arms more and see if i need to anchor the sleeves differently shirtthom_02.mov
  13. this is just a test rig again but off to a good start ? shirtthom01.mov
  14. the project file right click save as superthom01.prj
  15. I'm going to post the first project here to change settings i'm showing where the setting are in this sample. You can change them and then simulatr them to find out how look at the simcloth tutorial page on the forum. Yo can then remove the simulation add an action and simulate again. For the last one I set the chor to 90 frames per instead of thirty. the screen grab is here Might try a shirt next
  16. Tried to render with shadows with Thom in opposite direction nothing except that stretchy capes look weird when they unstretch Will post basic project yet tonight superthom05a.mov
  17. Sorry no shadows they don't show but this is an attempt to fly after removing self collisions. Besdies shadows decals don't seem to work and some materials don't work I haven't played with that area much superthom05.mov
  18. I agree Jeff just playing around with settinngs to see what controls what and how much.
  19. using the last adjustments added the jump action off the cd which is not quite right for Thom but its late ...anyway here is the results superthom04.mov
  20. switched stretch and bend both to springs and reduced bend stiffness to 1 superthom03.mov
  21. reduced stretch and shear stiffness to 5 for this test looks less stiff or at least not as bouncy superthom02.mov
  22. This is my test model I will be posting a few other static trials with different settings then get thom moving superthom01.mov
  23. played a little bit with gravity in timeline and got this whip2.mov
  24. as most of the time here's project [attachmentid=13873] whip.zip
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