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"Stephen" <mcavoysATaolDOTcom@> schreef in bericht
news:pq7j53l87epg9g65mn71dqh2s4o490808o@4ax.com...
>>
>>Ah! That's because Iskander moved it on his head :-)
>
> OK, where did his name come from?
It is a name that has been turning inside my head for some time. Iskander is
the name for Alexander in the Middle East, especially in reference to
Alexander the Great. As the series I have in mind is set in a mythic Middle
East, the name seemed appropriate.
>
>>>>Room. Look how the cloth falls much more naturally about the figure!!
>>>
>>> Much better
>>
>>Yes, this is really an interesting development. I have never been very
>>enthousiastic about conforming clothes as they often appear to be too
>>artificial. If this transformation remains easy for all of them, then
>>there
>>is great potential to generate more natural looking clothing.
>
> Much more natural but I can see us spending more time in Poser than in
> Pov-Ray :-(
Not really, I believe. All this work on the t-shirt took only a couple of
hours or less, and that for a first experiment. The simulation in Poser
takes some time of course, but if all goes well you end up with a posed
image you are at liberty to use in POV-Ray as you want. In the end, I guess
that we shall spend much more time in POV-Ray for scene building. Time spent
in Poser is certainly worth it.
>>>>Note: Stephen mentioned end-caps when exporting the conforming clothes.
>>>>I
>>>>think this is due to problems with the Wings3D import (I experienced
>>>>that
>>>>also on other mesh imports).
>>>
>>> I thought that it was the Poser export, I'm sure I saw them in PoseRay.
>>
>>Interesting. Maybe we have two different issues here...
>
> It could be. I just remembered I exported as 3DS, so I could work in Max.
> Actually I generally use 3DS because you get fewer groups in the figure
> meshes.
So, maybe those endcaps are created in a 3DS version? I never experimented
much with that format as .obj seems to be more universal.
>>>>Note however, that the exported object may have
>>>>numerous wrong faces (invisible in fact) so do not subdivide the mesh
>>>>further or you will have to correct them.
>>>
>>> Which export, from Poser or the modeller?
>>
>>Yes, good question. I mean the object exported from Poser. My experience
>>(so
>>far) after combining the different meshes into one, and merging the
>>vertices, is that there remain a number of redundant faces, i.e. edges
>>with
>>more than two faces. If you need to subdivide the mesh further, you have
>>to
>>get rid of them to avoid ugly spiky artefacts.
>
> Sorry, you're going too fast for me. What different meshes are combined
> into
> one? I normally export the Poser objects separately and combine them in
> the
> scene. Or do you mean the separate parts of the cloth? But that aside I've
> found
> lots of redundant faces too.
I'm sorry. I should learn to explain better. The export of a conforming
cloth (or a figure, for that matter) from Poser, shows the different meshes
it is built from (pectorals, shoulders, neck... etc). So, the first action
is to group/combine all those separate meshes into a single one, and
join/merge the overlapping vertices of the original meshes. To answer Steve
here: This cannot be done in Poseray I believe, as you have to group first
the different constituent meshes. In the same action, the loose triangles
that may also be present in the mesh are nicely joined to the whole.
After this stage, as you say Stephen, you are left with a number of
redundant faces which you can try to get rid of, or (if you do not intend to
subdivide) just leave alone as they will not be visible in the end: they are
located on the inside of the mesh.
Thomas
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