Experiments in creating necklaces etc for use in Poser's cloth room



  • @3dcheapskate said in Experiments in creating necklaces etc for use in Poser's cloth room:

    Agreed that quads in dynamic cloth are generally a bad idea. I've had that sawtooth effect in a few renders where I've used dynamic clothing made from quads, e.g. here http://3dcheapskate.deviantart.com/art/Spirit-Of-The-Wind-496304864 just under Lucy Liu's right breast

    0_1487006920601_jaggies.jpg

    Still not sure regarding this necklace thing though.

    But even 1 level of SubD gets rid of most of those jaggies.



  • If someone can make a dynamic stethescope that goes around the back of the neck with the bell end on one shoulder and both earpieces on the other shoulder, that would be really useful for me.
    Love esther



  • @estherau ![alt text](0_1487064786641_Screen Shot 2017-02-14 at 7.32.37 pm.png image url)

    like in this photo



  • @estherau If that's all you need it to do, you could just model that.



  • @estherau I just had a quick play and I think it should be possible - probably not too difficult either. Using the same approach as for the necklace (i.e. a properly, but very simplistically here!, modelled mesh for the object itself,and a completely separate mesh for the dynamics) I've started with this (note: the green and red underlying dynamic mesh,which you can just see inside the ends of the U-shaped blue bit, has been copied and dragged down to make it visible for this screenshot):

    0_1487229879090_parts.jpg

    Here's the results of a simple 90 frame sim to drape it around Vicky's neck. I simply X-rotated her about 45 degrees on frame , placed the prop just behind her neck, and set her X-rotation to zero on frame 90.

    0_1487230157751_dynsteth.jpg

    Far from perfect, but I think it indicates that the approach could work. The U-shaped bit keeps its shape nicely with just a little bit of flexing. On some of the frames you can see more of the green dynamic mesh (e.g. the 2nd frame,on her left shoulder) - I'd guess this may be because the soft decorated group has built up more momentum than the green dynamic bit when it hits the shoulder? And after the stethoscope's more or less settled it then snakes off down her left side-I guess that'sbecause the weight on the U-shaped bit is more than the round bit on the other end ?

    N.B. my first attempt put the U-shaped blue bit (which is currently separate from the main blue tube) in the rigid decorated group (i.e. it was colour-coded grey). But after frame 1 of the sim the whole prop had vanished and I have no idea where the sim put it.



  • @3dcheapskate wow that looks great. you could be the first person to sell a dynamic stethescope and I would be your first customer.
    Love esther



  • @estherau - :o)



  • Back to the necklaces. Or more accurately, back to the chains. I'm intrigued by the difference in dynamic behaviour between (1) a string of rectangles connected by their short edges,and (2) astring of diamonds connected by the vertices with the acute internal angles.

    Seems a goodidea to do some very basic tests.

    To make sure that I use exactly the same dynamics settings and groupings for different chains I put four separate chains in a single prop. The chain-link mesh for each is identical. The vertices of the diamonds are where the centre of the edges of the rectangleswere. I made duplicates of the rectangle-dynamics and diamond-dynamics chains and rotated them 90 degrees so that the dynamic part was in a vertical plane. I assigned the first rectangle/diamond of each chain (green) to the choreographed group - this effectively fixes it in position.

    Here's a screenshot to clarify the setup:

    0_1487237673005_setup.jpg

    My first test was done in Poser 6 (yes six) - 500 frames,just letting the chains drop and swing fromthe green choreographed faces. It took about 10 minutes to run the sim, so around 1.2s per frame. I'm just rendering an AVI...



  • The video (all 17 seconds of it, like The Cure song- I shouldhave put that as the soundtrack, it goes nicely!) of the 500 frame Poser 6 sim is now up at YouTube here (no voiceover, commentary, or explanation - I hate those unless they're done well.And very, very few people can do that! The code is HIz1N1RiU3k if you want to type that into the normal YouTube URL, or right-click the embedded video,Copy URL,and paste into the browser's address bar. I hate embedded video!)

    • And here are a few screenshots from Poser 6:

    0_1487242976333_sim.jpg



  • A brief aside regarding steel balls and springs...

    0_1487245295397_balls.jpg



  • @3dcheapskate - side view of that simulation here ( sQeZjeLXxgQ )

    I found this view to be rather more enlightening.



  • Assigning the chain links (yellow) to the Soft Decorated group (instead of the Rigid) seems to get rid of the erratic behaviour from the diamond-based mesh. Also everything seems much slower - the furthest chain only does threeback-and-forth swings whereas it did about doublethat using the rigid group. ( 60Q8CSj694c )



  • Then tried assigning the chain links (yellow) to the choreographed group (along with the green),expecting them to remain fixed leaving just the red mesh to drop and swing. But nothing moved at all - the red mesh was somehow fixed in place too!?

    SoI tried assigning the yellow to the dynamic group. Since each link is a mesh unconnected to any otherI expected the links to drop independently (there are no collisions set up),leaving the red mesh to drop and swing. That's sort of what happened... ( jiXKWKQd0sY )



  • Haven't done any more on this idea for a while, but yesterday I was looking at some Bajoran earrings on ShareCG and thought that was an ideal item to try this with. So I knocked up a quick, simple model of a Bajoran-ish earring - two attachment points on the ear, a dangly chain hanging between them, and another dangly chain hanging from each.

    Result first (I forgot to adjust the render size for the movie format so you don't see her ear till the end, and then just the earlobe):

    And three renders (showing the ear) of the first, a halfway one, and last frames:
    0_1495273989722_3stills.jpg

    And here's a Blender screenshot of part of the mesh:
    0_1495274120220_Blender.jpg
    The yellow is the chain links (assigned to the soft-decorated group), red is the simple dynamic mesh (assigned to the dynamic group), and the green is the attachment (assigned to the constrained group).



  • Re-render of the same sim with the camera moved a bit so you see the attachment points:



  • Running a different sim with her head tilting backwards throws up a problem that I didn't spot in the first sim - parts of the chain seem to stick together. This is probably because separate bits of my original mesh overlap (or are simply too close to each other) and the cloth sim treats them as if they were connected. I'm going to play with the mesh a bit to see if that's the case.



  • P.S. In PP2014 on my several years old Dell Inspiron laptop the first simulation (90 frames total, 50 frames shaking her head as it bends forwards, 40 more frames for the chains to settle a bit) took 95 seconds to complete, a tad over 1 second per frame. There's a bit of stretching and twisting of the chain links (they're in the soft decorated group) but it's acceptable for this test.



  • Looks really good to me. Congrats. very clever.



  • Tried to 'unstick' the adjacent chains by a slight adjustment that ensured there was no overlap between the U-shaped dangle and either of the two dangles with a loose end (except at/near the attachment-to-the-ear points of course). The chains still stuck together

    If a slight adjustment didn't work maybe a big one will. I rotated the two free dangles by 90 degrees so that they were sticking out horizontally. That seems to do the trick!

    It's not obvious from this video, but the top link in the front/lower free dangle sticks out unrealistically for the whole sim, whereas the top link for the back one doesn't. May be worth a look.



  • I was a bit off in the previous comment - it doesn't stick out unrealistically for the whole sim. It behaves quite nicely early on, but sort of gets stuck halfway sticking out at 45 degrees.

    Anyway, I decided to try and add a chain connecting the two free dangles. I didn't expect it to work so I was pleasantly surprised...

    (the mp4 is 320x240 because my laptop is getting rather hot rendering videos from Poser)