  | | | Enveloping Clothes | Enveloping Clothes 2005-03-28 - By Wayne Williams
Back If you aren't going to be using cloth sim, can't you just delete the body beneath the clothed regions since you won't need the mesh for collision any more?
-- --Original Message-- -- From: owner-xsi@(protected) [mailto:owner-xsi@(protected)] On Behalf Of Brad Friedman Sent: Monday, March 28, 2005 9:36 AM To: XSI@(protected) Subject: Re: Enveloping Clothes nah. you've got it all wrong. Its not "cage deform?" its "cage deform!" or at least, thats one way. I suspect there are others. the bounding volume method of weighting is also another potential solution (though you'll still need to lightly tweak the weights by hand afterward which can become tedius). -brad Steven Caron wrote:
cage deform? On Mon, 28 Mar 2005 08:55:49 -0500, Byron Nash <Byron@(protected)> <mailto:Byron@(protected)> wrote:
I'm working on a character that has clothes. Since the clothes are mostly tight, I've decided to forego cloth sims and just envelope the clothes with the mesh. The only problem I'm running into is the clothing and the body mesh intersect at various points of movement. Is there any way to get them to not intersect other than endless weight tweaking? -Thanks Byron Nash Sr.3D Artist Snap5 www.snap5.tv 704-561-7764
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <HTML><HEAD><TITLE>Message</TITLE> <META http-equiv=Content-Type content="text/html; charset=us-ascii"> <META content="MSHTML 6.00.2900.2523" name=GENERATOR></HEAD> <BODY text=#000000 bgColor=#ffffff> <DIV><SPAN class=796220115-28032005><FONT face=Arial color=#0000ff size=2> If you aren't going to be using cloth sim, can't you just delete the body beneath the clothed regions since you won't need the mesh for collision any more?</FONT></SPAN></DIV> <BLOCKQUOTE style="MARGIN-RIGHT: 0px"> <DIV></DIV> <DIV class=OutlookMessageHeader lang=en-us dir=ltr align=left><FONT face=Tahoma size=2>-- --Original Message-- --<BR><B>From:</B> owner-xsi@(protected) [mailto:owner-xsi@(protected)] <B>On Behalf Of </B>Brad Friedman<BR><B>Sent:</B> Monday, March 28, 2005 9:36 AM<BR><B>To:</B > XSI@(protected)<BR><B>Subject:</B> Re: Enveloping Clothes<BR><BR></FONT></DIV>nah. you've got it all wrong. Its not "cage deform?" its "cage deform!"<BR><BR>or at least, thats one way. I suspect there are others.<BR><BR>the bounding volume method of weighting is also another potential solution (though you'll still need to lightly tweak the weights by hand afterward which can become tedius).<BR><BR>-brad<BR><BR>Steven Caron wrote: <BLOCKQUOTE cite=mid3167b411050328062157758c7f@(protected) type="cite"> <PRE wrap="">cage deform?
On Mon, 28 Mar 2005 08:55:49 -0500, Byron Nash <A class=moz-txt-link-rfc2396E href="mailto:Byron@(protected)"><Byron@(protected)></A> wrote: </PRE> <BLOCKQUOTE type="cite"><PRE wrap="">
I'm working on a character that has clothes. Since the clothes are mostly tight, I've decided to forego cloth sims and just envelope the clothes with the mesh. The only problem I'm running into is the clothing and the body mesh intersect at various points of movement. Is there any way to get them to not intersect other than endless weight tweaking? -Thanks
Byron Nash
Sr.3D Artist
Snap5 <A class=moz-txt-link-abbreviated href="http://www.snap5.tv">www.snap5 .tv</A>
704-561-7764
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