Hash Fellow robcat2075 Posted April 24, 2018 Hash Fellow Posted April 24, 2018 Steve Shelton created this character for a project he and Chris Dailey and I are working on. This is an initial experiment with fitting a simcloth shirt on him. 1 Quote
Wildsided Posted April 24, 2018 Posted April 24, 2018 Looks great Robert and Steve. Did you use your usual trick of inflating the model into the cloth? Quote
Hash Fellow robcat2075 Posted April 24, 2018 Author Hash Fellow Posted April 24, 2018 On 4/24/2018 at 7:06 PM, Wildsided said: Looks great Robert and Steve. Did you use your usual trick of inflating the model into the cloth? Yup, that's pretty much a must-do for putting clothes on. He has lots of inflating to do. (click to animate) Quote
John Bigboote Posted April 24, 2018 Posted April 24, 2018 Wow! Great character! Interesting how the wrists are disconnected! Neat trick! Quote
jirard Posted April 25, 2018 Posted April 25, 2018 Looks good guys! Would you mind showing a front and side view of the face wireframe? Quote
Hash Fellow robcat2075 Posted April 25, 2018 Author Hash Fellow Posted April 25, 2018 On 4/25/2018 at 2:18 AM, jirard said: Looks good guys! Would you mind showing a front and side view of the face wireframe? Here you go... 1 Quote
jirard Posted April 25, 2018 Posted April 25, 2018 Thanks Nice work, I like they topology. Especially the hook and 5 point patch placement. Quote
Guest Posted April 26, 2018 Posted April 26, 2018 What advantage comes from disconnected hands? Quote
Hash Fellow robcat2075 Posted April 26, 2018 Author Hash Fellow Posted April 26, 2018 On 4/26/2018 at 5:39 PM, rodger_r said: What advantage comes from disconnected hands? None, really, except that it was fast. Originally that character was going to have a modeled-on long-sleeve shirt, no simcloth, so what you are seeing is the old shirt sleeves turned to skin color to pretend to be bare arms. We haven't rigged the character yet and all the splines are still up for debate so I didn't bother to attach the hands for this cloth test. Quote
Hash Fellow robcat2075 Posted April 26, 2018 Author Hash Fellow Posted April 26, 2018 The character isn't rigged yet so I did some movement with a distortion box to test the cloth more...direct YouTube link Here is what the distortion box looks like... direct YouTube link 1 Quote
largento Posted April 26, 2018 Posted April 26, 2018 That would make for a great psychedelic sequence. or horror sequence. Quote
fae_alba Posted April 26, 2018 Posted April 26, 2018 I tried simcloth on papa bear some time ago Ang wasn't happy with the results. Looks like I have a reason to revisit the idea. Quote
*A:M User* Shelton Posted April 26, 2018 *A:M User* Posted April 26, 2018 Wow Robert. This looks great. Commit it to sin later and I can attach the hands of you want. I have Loyd's rig in and placing fan bones. Not sin SVN. I hate auto correct! Quote
*A:M User* Roger Posted April 29, 2018 *A:M User* Posted April 29, 2018 This looks pretty cool, I can't watch the videos though unless I watch them directly on YouTube. Anyone else having that problem? Quote
Admin Rodney Posted April 29, 2018 Admin Posted April 29, 2018 The error message says "Playback on other websites has been disabled by the video owner." which suggests to me that some share setting needs to be enabled in order to see it here in the forum. The distort cage approach is a great animation technique. I'm surprised we don't see more of that. Great stuff! Quote
Hash Fellow robcat2075 Posted April 29, 2018 Author Hash Fellow Posted April 29, 2018 Looks like I had "Allow Embedding" off even though the embedding seemed to work when I tested the page. Quote
Malo Posted April 30, 2018 Posted April 30, 2018 Beautiful model and good result of cloth simulation! Looking at the wireframe I get the following question:It appears that you use the splitpatch plugin (Catmull-Clark subdivision?) to create the cloth. Do subdivisions of triangles and pentagons not pose aesthetic problems (three splines at the same intersection)? Would not the subdivision Doo Sabin give a better result? Quote
Hash Fellow robcat2075 Posted April 30, 2018 Author Hash Fellow Posted April 30, 2018 On 4/30/2018 at 12:23 PM, Malo said: Looking at the wireframe I get the following question: It appears that you use the splitpatch plugin (Catmull-Clark subdivision?) to create the cloth. As far as I know, splitpatch is just a simple geometric subdivision. Quote Do subdivisions of triangles and pentagons not pose aesthetic problems (three splines at the same intersection)? They are usually not very visible after the simulation and they typically end up in places that would be a crease in the cloth anyway. Quote Would not the subdivision Doo Sabin give a better result? Probably, but i don't have a program to do that. The most significant problem with SplitPatch is that it will sometimes create what looks like a single continuous spline but it is really two or more separate splines that share endpoints. Quote
Malo Posted April 30, 2018 Posted April 30, 2018 The splitpatch topology is the same as the Catmull-Clark division but it is true that there is an important difference, splitpatch keeps volume. If there was a variant of splitpatch that uses Doo Sabin's topology it would be ideal. (maybe it would be worth it to adapt it?) The only way that I see for now is to export the model subdivide X4 in Obj, import into Blender use the exellent plugin create by Nemyax to subdivide (Make A:M-Friendly copy) and import back into AM in MDL. The problem is that we lose in volume. Quote
Hash Fellow robcat2075 Posted June 19, 2020 Author Hash Fellow Posted June 19, 2020 This is the first few seconds of a scene Chris @mouseman is animating. Character modeled by Steve @Shelton. The cloth simulation takes up to 6400 sub-steps per frame but it does survive the motion now. Hail000.mov 1 Quote
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