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jchedley
07-12-2003, 12:03 PM
HI,

ive been trying to get a characters sleeve working, and heres some images on how ive done it.

http://www.afilmcalleddads.com/temp/sleeve_wire.jpg

and heres a schematic of it, with the red line showing the cross section of the cloth model.

http://www.afilmcalleddads.com/temp/sleeve_shem.jpg

I think theres a problem with this method, as the bunched up sleeve part doesnt stay onto the arm, no matter how many cloth settings i play with (iterations, accuracy, self collision etc) - the arm just rips through and the sleeve settles outside of the arm once the character is animated (animated deform is active for the collision obj).

im guessing my cloth model here isnt the best way of doing things (profile wise). should i keep the sleeve bunch part as a self contained surface (seperate)??

any advice would be great !

many thanks,

john.

StefanA
07-12-2003, 12:26 PM
don't use cloth... you have too much to live for :)


.stefan

jchedley
07-12-2003, 01:37 PM
oh dear :(

how dense should the cloth mesh be to get decent collisions?

StefanA
07-12-2003, 02:58 PM
well... I don't know... I gave up on cloth a long time ago. It's totaly usless. It's a piece of crap that should only be used for flag animations :)

I would animate a lattice for some extra movments. But for realistic cloth behavior I don't see what you should do.

best regards

.stefan andersson

jchedley
07-13-2003, 08:28 PM
I separated the cuff from the sleeve and enveloped it like any other mesh onto the arm bones. then i made the rest of the shirt cloth, and pinned the edges of the sleeves inside the cuffs with constraints. thatd worked fine, and since i want a pretty stiff (NOT silk like) look, it works nicely with a small cloth movement.

works so far anyway, if it gives me a lot of trouble later on ill probably end up enveloping it aswell....

we'll see :)

chris.scherer
07-23-2003, 03:42 PM
Probably you forgot about your cloth problem by now, but:

Try higher res (not just geometry approximated) collision geometry. AND duplicate your clothing using geometry approx to get a fine mesh. Geometry approx is your friend, sure, but most of the simulation stuff does only work on proxys.

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