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From: Thomas de Groot
Subject: Re: Making clothes in Poser - Take 5b
Date: 28 May 2007 03:44:03
Message: <465a8843@news.povray.org>
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"St." <dot### [at] dotcom> schreef in bericht news: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).
>
Most are redundant faces, which means edges with more than two faces.You
cannot clean that up so easily I believe.
Thomas
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"Janet" <par### [at] attnet> schreef in bericht
news: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!
>
Thanks Janet! I think I got the incentive to transmogrify a lot of
conforming clothes into dynamic ones (at least those that would really get
better from the operation).
Have you noted how the shirt also nicely collides with the underlying pants?
I was a bit worried about that but it went well. The trick is revealed in
the tutorial manual. You just have to simulate the different clothes in
succession, from inside to outside. Each simulation will take the earlier
results into account it seems. The manual tells this a little bit more
confusedly though, so I was in doubt.
The pants are very nice now. I could certainly work a bit more on them, but
I shall leave that for another occasion. There is now a next step in
complexity that I want to explore: breeches with bindings along the calves.
I think I know how to do this (again, the tutorial manual give a number of
useful hints in that direction) but I have to try this out on a figure.
<grin> yes the hat! Such a simple object, originally built from a torus. I
wanted something outlandish anyway :-)
Thomas
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From: Thomas de Groot
Subject: Re: Making clothes in Poser - Take 5b
Date: 28 May 2007 04:00:33
Message: <465a8c21@news.povray.org>
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"St." <dot### [at] dotcom> schreef in bericht news: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!
>
Thank you Steve! I am rather satisfied about the whole process up to now.
Thomas
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"William Tracy" <wtr### [at] calpolyedu> schreef in bericht
news:465a0704$1@news.povray.org...
> Now THAT is nice!
>
<grin> Isn't it?? :-)
Thomas
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From: Thomas de Groot
Subject: Re: Making clothes in Poser - Take 5b
Date: 28 May 2007 04:11:07
Message: <465a8e9b@news.povray.org>
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Iskander missed a small thing: a golden earring :-)
Thomas
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Attachments:
Download 'Poser_figuretest_08c.jpg' (64 KB)
Preview of image 'Poser_figuretest_08c.jpg'
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"Thomas de Groot" <t.d### [at] internlDOTnet> wrote:
> "Janet" <par### [at] attnet> schreef in bericht
> news: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!
> >
> Thanks Janet! I think I got the incentive to transmogrify a lot of
> conforming clothes into dynamic ones (at least those that would really get
> better from the operation).
> Have you noted how the shirt also nicely collides with the underlying pants?
> I was a bit worried about that but it went well. The trick is revealed in
> the tutorial manual. You just have to simulate the different clothes in
> succession, from inside to outside. Each simulation will take the earlier
> results into account it seems. The manual tells this a little bit more
> confusedly though, so I was in doubt.
Thanks, that's good to know. It makes sense also, now that you have me
thinking about it.
> The pants are very nice now. I could certainly work a bit more on them, but
> I shall leave that for another occasion. There is now a next step in
> complexity that I want to explore: breeches with bindings along the calves.
> I think I know how to do this (again, the tutorial manual give a number of
> useful hints in that direction) but I have to try this out on a figure.
Wouldn't these be shorter pantaloons? I'm no sailor tailor, just curious. :)
> <grin> yes the hat! Such a simple object, originally built from a torus. I
> wanted something outlandish anyway :-)
It is definitely unique and outlandish. :)
Janet
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"Thomas de Groot" <t.d### [at] internlDOTnet> wrote:
>
> 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.
Thank you, I look forward to the series.
> 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.
Time spent in Poser is certainly worth it. I guess since I do mostly
animations I spend more time there than you (at the moment)
> So, maybe those endcaps are created in a 3DS version? I never experimented
> much with that format as .obj seems to be more universal.
>
> 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.
When I used 3DS format the meshes are grouped and named (Head, neck etc.)
about that. When making SpinKick the animation would sometimes just stop or
leave the skirt behind. I felt, but could not prove, that some of the
redundant faces and polygons were intersecting the model.
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"Stephen" <mcavoys_AT_aolDOT.com> schreef in bericht
news:web.465c1130206256a8c4e49fa40@news.povray.org...
>
>> 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.
>
> Time spent in Poser is certainly worth it. I guess since I do mostly
> animations I spend more time there than you (at the moment)
Yes, I believe that is certainly true for animation. Stills are a lot more
easier.
>
>> So, maybe those endcaps are created in a 3DS version? I never
>> experimented
>> much with that format as .obj seems to be more universal.
>
> Yes that might be the case. When next I've got some free time and playing
> with Poser I'll experiment.
One thing I did yesterday, was exporting a conforming cloth in 3DS, import
it in Wings3D, and lo! the endcaps were there!!!
>
> When I used 3DS format the meshes are grouped and named (Head, neck etc.)
> but in my old 3d Max they are joined. As for leaving alone, I don't know
> about that. When making SpinKick the animation would sometimes just stop
> or
> leave the skirt behind. I felt, but could not prove, that some of the
> redundant faces and polygons were intersecting the model.
Hmm... No, in Silo I have first to merge the different meshes into one.
Those redundant faces and polygons might indeed intersect... However, if
you make the animation in Poser, there shouldn't be any redundant faces,
should there? Or am I making a false assumption here?
Thomas
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"Thomas de Groot" <t.d### [at] internlDOTnet> wrote:
> > Time spent in Poser is certainly worth it. I guess since I do mostly
> > animations I spend more time there than you (at the moment)
>
> Yes, I believe that is certainly true for animation. Stills are a lot more
> easier.
consuming.
> One thing I did yesterday, was exporting a conforming cloth in 3DS, import
> it in Wings3D, and lo! the endcaps were there!!!
them. Wings, Silo Blender? Steve (St) has done some sterling work with
Wings. Oh! Joy more to learn :-)
> Hmm... No, in Silo I have first to merge the different meshes into one.
> Those redundant faces and polygons might indeed intersect... However, if
> you make the animation in Poser, there shouldn't be any redundant faces,
> should there? Or am I making a false assumption here?
polygons appeared.
Stephen
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"Stephen" <mcavoys_AT_aolDOT.com> schreef in bericht
news:web.465c358a206256a8c4e49fa40@news.povray.org...
>
>> One thing I did yesterday, was exporting a conforming cloth in 3DS,
>> import
>> it in Wings3D, and lo! the endcaps were there!!!
>
> Ha! OBJ's are the way to go then, I better get a modeler that can handle
> them. Wings, Silo Blender? Steve (St) has done some sterling work with
> Wings. Oh! Joy more to learn :-)
I didn't do the test of Poser-generated obj loaded into Wings. I remember
though some identical problems coming from Moray. :-(
However, maybe Steve (St) can light up our darkness :-)
Blender would certainly be worthwhile the try (steep learning curve,
though).
Silo works fine, but it is not a free program.
Thomas
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