johnl3d Posted March 19, 2005 Share Posted March 19, 2005 heres a test with alpha 7 but noticed that materials or decals disappear with simulation start these are basic settings no tweaking v00001.mov Quote Link to comment Share on other sites More sharing options...
KenH Posted March 19, 2005 Share Posted March 19, 2005 Shaggy never looked so good! I also notice the skirt hasn't got a shadow. Quote Link to comment Share on other sites More sharing options...
Korken Posted March 19, 2005 Share Posted March 19, 2005 How do you do that? I never understand how you guys do things like that. Quote Link to comment Share on other sites More sharing options...
steve392 Posted March 19, 2005 Share Posted March 19, 2005 that looks good ,so shagy is female mmmm , well done John Quote Link to comment Share on other sites More sharing options...
gsellis Posted March 19, 2005 Share Posted March 19, 2005 That's not a dress, its a kilt. Cool John. Thanks for sharing. Quote Link to comment Share on other sites More sharing options...
johnl3d Posted March 20, 2005 Author Share Posted March 20, 2005 heres the project file...v12...the qt was made later since it would not save in v12. startcancan.zip Quote Link to comment Share on other sites More sharing options...
Bruce Del Porte Posted March 20, 2005 Share Posted March 20, 2005 As always, something wonderful to dissect and learn from. Thanks Quote Link to comment Share on other sites More sharing options...
johnl3d Posted March 20, 2005 Author Share Posted March 20, 2005 your welcome..this is following the tut for the flag pole somewhat the skirt group is the flag the waist group is the attach and the body group is the pole I had to modify the original can can action as it was to sudden for the emulation. lots to figure out with the new plug in Quote Link to comment Share on other sites More sharing options...
Developer yoda64 Posted March 20, 2005 Developer Share Posted March 20, 2005 If the action to fast for simulation , increase the fps settings from the project before simulating . After simulation you can go return to the original fps value . A side effect is , that the filesize growth , while you have now subframes for the simcloth object . But this was the only way for me , to get Thom to walk without exploding his pants :-) Walking Thom with pants (mov 1,5MB) Here is also the (unsimulated) projectfile (400kb) for alpha7. After simulation the projectfile had a size from 27 MB . Be sure that you have enough memory in your machine when you simulate this , after simulation A:M used 1,5 GB memory .... Kind Regards Steffen Quote Link to comment Share on other sites More sharing options...
Obnomauk Posted March 20, 2005 Share Posted March 20, 2005 see now that is what I'm talking about Thanks for the project Steffen when I have a chance to get to cloth (still pushing on composite) this will be a big help. -David Rogers Quote Link to comment Share on other sites More sharing options...
williamgaylord Posted March 21, 2005 Share Posted March 21, 2005 That cloth behaves so well! Man, AM is AMazing! I really look forward to animating with such cloth. John, your experiments give us unusually creative glimpses of the potential AM has. Bill Gaylord Quote Link to comment Share on other sites More sharing options...
cowboy0469 Posted March 28, 2005 Share Posted March 28, 2005 That was great. could you briefly tell me how you got it to work? Quote Link to comment Share on other sites More sharing options...
JTalbotski Posted March 28, 2005 Share Posted March 28, 2005 Steffen, I can't get the Mac version of A:M to be aware of the polymodifier, so I can't really tell what the cloth system is doing for the pants Thom is wearing. I noticed in the project that the pants are assigned to the leg bones just like the leg geometry. So, what is the cloth doing, that just assigning the cp's isn't doing? Jim Quote Link to comment Share on other sites More sharing options...
Developer yoda64 Posted March 28, 2005 Developer Share Posted March 28, 2005 Jim The bone assignment is only used for the initial state from the simulation . Otherwise you get at frame0 many intersections between pant and the legs , and the plugin can not solve this problem . Simcloth don't use bones for the simulation. Kind Regards Steffen Quote Link to comment Share on other sites More sharing options...
bobcroucher Posted March 31, 2005 Share Posted March 31, 2005 Thanks for the project Steffen. The last Thom's pants project of yours I looked at cost me a month worth of bug hunting. This one looks great! I noticed your FPS was bumped to 300. Ten times as many per second as usual. I wondered if it would sim OK at 30 fps if I upped the steps from 5 to 50 per frame. It worked fine. This sims just a bit faster, but mostly it only has keys at 30 fps, which made the file and RAM situation significantly better. This may not work if the character motion was super fast, but it did in this case. Next, I upped the subdivisions to 4 then 16, as a test. It was much slower to sim, but much more wrinkling was apparent behind the knees, and between the thighs and the pelvis. Bob Quote Link to comment Share on other sites More sharing options...
KenH Posted March 31, 2005 Share Posted March 31, 2005 That looks great. I'm kind of worried about the 1.5GB of memory it uses for just a pair of trousers though. Hopefully it's just an extreme test. Quote Link to comment Share on other sites More sharing options...
bobcroucher Posted March 31, 2005 Share Posted March 31, 2005 I recently fixed a memory leak reported on AM:Reports which occured when the smoothing option was ON. The project attached also has smoothing ON. I think the memory usage should be much lower in Alpha 8 when released, or in Alpha 7 even with smoothing set to OFF. Smoothing should not affect storage requirements since it is only used for a smoother version for display, but the leak was leaving all of the subdivided models around. So frame by frame more and more memory was consumed. Quote Link to comment Share on other sites More sharing options...
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