MrMint
02-17-2009, 11:09 PM
Hello again,
now I have played some days arround with the ncloth to get used to it and I am getting some nice result (from a beginners point of view ;) ). But some questions came up.
1. displacement
It seems that the simulation doesnt take the displacement-map of my character into account. As I dont think that I can place the simulation after the tesselation I guess I have to give my rigid-body some kind of collision-offset. As far as I can see the rigid-collision-attribute can handle just 1 number. Is that true? Or can the displacement-map be plugged into an attribute as collision-offset? Havent found something like that till now.
2. constraints
Its kinda strange how the point-to-surface-constraints are created. Till now I havent found a hint that explains why the constraints are placed the way they are. I cant place the constraints where I want them to be as far as I can see. Now I just created a small strip as a dummy that goes around the body so that the constraints are placed the way I intended. But it feels like some kind of bad workaround. I hope that is true and I am looking eagerly for better solutions. Any suggestion is welcome.
3. restLength
The model is to have 2 skirts. I wanted the waistband ofthe upper skirt to look like the lower one is looking now and the lower one to align smoothly around the characters body. I was thinking about a simple texture where I make the upper part a slight grey to plug it into the restLengthScale-attribute so that the upper part is thight along the hips and the rest is loose. But it seems that this attribute behaves the same way as the collision-thickness-attribute does and accepts only 1 number. How do you handle this problem?
Thank you for taking your time. :)
now I have played some days arround with the ncloth to get used to it and I am getting some nice result (from a beginners point of view ;) ). But some questions came up.
1. displacement
It seems that the simulation doesnt take the displacement-map of my character into account. As I dont think that I can place the simulation after the tesselation I guess I have to give my rigid-body some kind of collision-offset. As far as I can see the rigid-collision-attribute can handle just 1 number. Is that true? Or can the displacement-map be plugged into an attribute as collision-offset? Havent found something like that till now.
2. constraints
Its kinda strange how the point-to-surface-constraints are created. Till now I havent found a hint that explains why the constraints are placed the way they are. I cant place the constraints where I want them to be as far as I can see. Now I just created a small strip as a dummy that goes around the body so that the constraints are placed the way I intended. But it feels like some kind of bad workaround. I hope that is true and I am looking eagerly for better solutions. Any suggestion is welcome.
3. restLength
The model is to have 2 skirts. I wanted the waistband ofthe upper skirt to look like the lower one is looking now and the lower one to align smoothly around the characters body. I was thinking about a simple texture where I make the upper part a slight grey to plug it into the restLengthScale-attribute so that the upper part is thight along the hips and the rest is loose. But it seems that this attribute behaves the same way as the collision-thickness-attribute does and accepts only 1 number. How do you handle this problem?
Thank you for taking your time. :)
