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From: Thomas de Groot
Subject: Making clothes in Poser - Take 5b
Date: 27 May 2007 05:42:39
Message: <4659528f@news.povray.org>
Now, my friends, compare this image with the preceding one in Take 5. Very 
similar? Not so! (forget about the red walls. They here for fun only)

From top to bottom:
- The hat has been uv mapped and seamed properly.
- The t-shirt: I exported the conforming t-shirt to Silo (had to do it 
through Poseray for some reason), combined all the meshes, merged the 
ovelapping vertices, corrected some wrong geometry, exported again to a 
.obj, and imported it in Poser where I made it a dynamic cloth in the Cloth 
Room. Look how the cloth falls much more naturally about the figure!!
- The pantaloon: I added seams at the base of the trousers, thus correcting 
greatly the stretching of the map.

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). End-caps do not happen in Silo, nor will they 
happen I believe in Blender. 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.

Thomas


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From: Stephen
Subject: Re: Making clothes in Poser - Take 5b
Date: 27 May 2007 08:39:07
Message: <0aui53drmj8gbed77karjfo195joeug01m@4ax.com>
On Sun, 27 May 2007 11:42:34 +0200, "Thomas de Groot" <t.d### [at] internlDOTnet>
wrote:

>Now, my friends, compare this image with the preceding one in Take 5. Very 
>similar? Not so! (forget about the red walls. They here for fun only)
>
>From top to bottom:
>- The hat has been uv mapped and seamed properly.

It fits better as well.

>- The t-shirt: I exported the conforming t-shirt to Silo (had to do it 
>through Poseray for some reason), combined all the meshes, merged the 
>ovelapping vertices, corrected some wrong geometry, exported again to a 
>.obj, and imported it in Poser where I made it a dynamic cloth in the Cloth 
>Room. Look how the cloth falls much more naturally about the figure!!

Much better

>- The pantaloon: I added seams at the base of the trousers, thus correcting 
>greatly the stretching of the map.

Good but there is a bit of a pinch at the turn. Sorry :-)

>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.

> End-caps do not happen in Silo, nor will they 
>happen I believe in Blender. 

Interesting, I used an old copy of Max.

>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?

Regards
	Stephen


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From: Thomas de Groot
Subject: Re: Making clothes in Poser - Take 5b
Date: 27 May 2007 10:16:05
Message: <465992a5$1@news.povray.org>
"Stephen" <mcavoysATaolDOTcom@> schreef in bericht 
news:0aui53drmj8gbed77karjfo195joeug01m@4ax.com...
> On Sun, 27 May 2007 11:42:34 +0200, "Thomas de Groot" 
> <t.d### [at] internlDOTnet>
> wrote:
>
>>Now, my friends, compare this image with the preceding one in Take 5. Very
>>similar? Not so! (forget about the red walls. They here for fun only)
>>
>>From top to bottom:
>>- The hat has been uv mapped and seamed properly.
>
> It fits better as well.

Ah! That's because Iskander moved it on his head :-)

>
>>- The t-shirt: I exported the conforming t-shirt to Silo (had to do it
>>through Poseray for some reason), combined all the meshes, merged the
>>ovelapping vertices, corrected some wrong geometry, exported again to a
>>.obj, and imported it in Poser where I made it a dynamic cloth in the 
>>Cloth
>>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.

>
>>- The pantaloon: I added seams at the base of the trousers, thus 
>>correcting
>>greatly the stretching of the map.
>
> Good but there is a bit of a pinch at the turn. Sorry :-)

Of course! Where the seams are, a pinch automatically appears. That is to be 
expected... also in RL when using a striped tissue. It doesn't really 
matter.

>
>>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...

>
>> End-caps do not happen in Silo, nor will they
>>happen I believe in Blender.
>
> Interesting, I used an old copy of Max.

Well... We are not yet done with experimenting these cases then!

>
>>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.

Thanks for your comments Stephen!

Thomas


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From: Stephen
Subject: Re: Making clothes in Poser - Take 5b
Date: 27 May 2007 11:29:50
Message: <pq7j53l87epg9g65mn71dqh2s4o490808o@4ax.com>
On Sun, 27 May 2007 16:16:06 +0200, "Thomas de Groot" <t.d### [at] internlDOTnet>
wrote:

>
>"Stephen" <mcavoysATaolDOTcom@> schreef in bericht 

>> It fits better as well.
>
>Ah! That's because Iskander moved it on his head :-)
>

OK, where did his name come from?


>>>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
:-(
>>>- The pantaloon: I added seams at the base of the trousers, thus 
>>>correcting
>>>greatly the stretching of the map.
>>
>> Good but there is a bit of a pinch at the turn. Sorry :-)
>
>Of course! Where the seams are, a pinch automatically appears. That is to be 
>expected... also in RL when using a striped tissue. It doesn't really 
>matter.

I actually thought that might be the case. Hmm! Even more impressed. 
>>
>>>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.

>>
>>> End-caps do not happen in Silo, nor will they
>>>happen I believe in Blender.
>>
>> Interesting, I used an old copy of Max.
>
>Well... We are not yet done with experimenting these cases then!
>
>>
>>>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.

Regards
	Stephen


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From: Janet
Subject: Re: Making clothes in Poser - Take 5b
Date: 27 May 2007 11:50:01
Message: <web.4659a7a0206256a8f19d8b3c0@news.povray.org>
Nice job Thomas. The shirt looks much better dynamic vs. conforming. The
pants look great. And I like his hat!


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From: St 
Subject: Re: Making clothes in Poser - Take 5b
Date: 27 May 2007 12:13:42
Message: <4659ae36$1@news.povray.org>
"Stephen" <mcavoysATaolDOTcom@> wrote in message 
news:pq7j53l87epg9g65mn71dqh2s4o490808o@4ax.com...

> 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.

     But isn't the 'Cleanup' command supposed to get rid of this? I thought 
it did. (Even PoseRay clears unwanted verts iirc).

       ~Steve~ <puzzled>




>
> Regards
> Stephen


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From: St 
Subject: Re: Making clothes in Poser - Take 5b
Date: 27 May 2007 12:16:41
Message: <4659aee9$1@news.povray.org>
"Thomas de Groot" <t.d### [at] internlDOTnet> wrote in message 
news:4659528f@news.povray.org...

   That is MUCH better! Well done, looks good to me!

      ~Steve~


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From: Stephen
Subject: Re: Making clothes in Poser - Take 5b
Date: 27 May 2007 12:27:42
Message: <vacj53hnbgh6s6u2n9fm1ts16ubmum0n9b@4ax.com>
On Sun, 27 May 2007 17:12:57 +0100, "St." <dot### [at] dotcom> wrote:

>
>     But isn't the 'Cleanup' command supposed to get rid of this? I thought 
>it did. (Even PoseRay clears unwanted verts iirc).

Yes but ... :-)

Regards
	Stephen


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From: William Tracy
Subject: Re: Making clothes in Poser - Take 5b
Date: 27 May 2007 18:32:36
Message: <465a0704$1@news.povray.org>
Now THAT is nice!

-- 
William Tracy
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|a|f|i|s|h|i|o|n|a|d|o|@|g|m|a|i|l|.|c|o|m|
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|w|t|r|a|c|y|@|c|a|l|p|o|l|y|.|e|d|u|
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
You know you've been raytracing too long when you see the movie credits 
going by and instead of seeing Lenses by Panaflex it always seems to say 
Lens Effects by Chris Colefax.
Ken Tyler


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From: Thomas de Groot
Subject: Re: Making clothes in Poser - Take 5b
Date: 28 May 2007 03:41:44
Message: <465a87b8$1@news.povray.org>
"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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