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adrencg
08-17-2006, 03:15 PM
When extracting polygons to make clothes, how can I make mods to the newly extracted polys -- and be able to freeze the mods(add edges, move points, etc) without disconnecting from the input mesh(body).

In the op stack, the extract polys operator always resides below everything and cannot be moved above. I could keep everything in the Op stack and not freeze, but I like to keep it clean. Will i just have leave the stack stuffed with modeling operators, or is there a way to get rid of it? Thx in advance

GeneralLethal
08-17-2006, 03:34 PM
You can't. If you want XSI to start from your extracted polygons and build up to the geometry you modelled, it has to know each step it took to get it there...

adrencg
08-17-2006, 04:42 PM
You can't. If you want XSI to start from your extracted polygons and build up to the geometry you modelled, it has to know each step it took to get it there...

Thanks for the help.

here's a question for you. Is it really that big a deal to leave the Operator stack of my clothes with a long, long list of modeling operations? Will it have a huge effect on my scene interaction, since it's just a small object and not a whole character?

GeneralLethal
08-17-2006, 04:50 PM
It's not that big a deal, if you did this with all your objects your scene might become very slow, but with a single one, I don't see a problem. What you could also do would be to freeze your object, then reextract your polygons and deform your freezed object using the simple extracted polygons.

tachy0n
08-17-2006, 04:56 PM
I would freeze the extracted mesh and envelope it to the same bones as your character. Then you could switch to modeling mode and make all your edits on the clothes and the envelope will accept them in its weights. And you could do a 'freeze modelling' at any time to collapse the edits onto the mesh.

adrencg
08-17-2006, 06:12 PM
I would freeze the extracted mesh and envelope it to the same bones as your character. Then you could switch to modeling mode and make all your edits on the clothes and the envelope will accept them in its weights. And you could do a 'freeze modelling' at any time to collapse the edits onto the mesh.

that sound like a good idea...except, I already have a very complex envelope and weights on my character. It wouldn't be that simple to duplicate the envelope on the clothes, unless maybe I GATOR it over.

I also have compensation morphs on my character, so how does that fit into the equation?

tachy0n
08-17-2006, 08:51 PM
Any shape keys (the compensation deforms) on your char mesh get transfered over to the cloth with GATOR. Just choose the "shape animation, envelope weights" option in the GATOR ppg and the cloth will get the same weights and morphs as the source char.

adrencg
08-17-2006, 09:09 PM
Any shape keys (the compensation deforms) on your char mesh get transfered over to the cloth with GATOR. Just choose the "shape animation, envelope weights" option in the GATOR ppg and the cloth will get the same weights and morphs as the source char.

I've actually found an ever better way of doing this. I removed everyting from the extracted polys and added Cloth with a high friction. It sticks to the body and deforms with it pretty nicely(tight clothes).

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08-17-2006, 09:09 PM
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