sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
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Hash, Inc. - Animation:Master

Chicago Bears fan in simcloth Hawaiian shirt with buttons and collar


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  • Hash Fellow

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)

 

StanInflate.gif

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  • Hash Fellow

What advantage comes from disconnected hands?

 

 

None, really, except that it was fast. :P

 

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.

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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!

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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?


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  • Hash Fellow

 

 

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.

 

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.

 

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.

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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.

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