POV-Ray : Newsgroups : povray.binaries.images : Making clothes in Poser - Take 5b Server Time
2 Aug 2024 22:13:41 EDT (-0400)
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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
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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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From: Thomas de Groot
Subject: Re: Making clothes in Poser - Take 5b
Date: 28 May 2007 03:44:03
Message: <465a8843@news.povray.org>
"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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From: Thomas de Groot
Subject: Re: Making clothes in Poser - Take 5b
Date: 28 May 2007 03:59:24
Message: <465a8bdc$1@news.povray.org>
"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>
"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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From: Thomas de Groot
Subject: Re: Making clothes in Poser - Take 5b
Date: 28 May 2007 04:06:49
Message: <465a8d99$1@news.povray.org>
"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>
Iskander missed a small thing: a golden earring :-)

Thomas


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From: Janet
Subject: Re: Making clothes in Poser - Take 5b
Date: 28 May 2007 23:45:01
Message: <web.465ba07b206256a83bbb6b9d0@news.povray.org>
"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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From: Stephen
Subject: Re: Making clothes in Poser - Take 5b
Date: 29 May 2007 07:45:01
Message: <web.465c1130206256a8c4e49fa40@news.povray.org>
"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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From: Thomas de Groot
Subject: Re: Making clothes in Poser - Take 5b
Date: 29 May 2007 08:37:59
Message: <465c1ea7$1@news.povray.org>
"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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