  | | | Cloth | Cloth 2005-04-02 - By john clark
Back Hi Brad
Very interesting and thanks for the link to the addon. I'm making some characters at the mo' and have for the moment been modelling the cloth deformations long hand with the intention of doing precisely what you say (linking shapes to orientations ) largely because I imagine that even the new and improved RT cloth solutions would be a bit rubbish (clunky) for anything other than capes or curtains etc. Anyway, its surprised me how effective a few shapes are for cloth on trousers, shirts, jackets etc. The problem is that they 're time consuming to model. A process for generating the shapes more quickly is precisely what I'm trying to put together. Glad to hear that others are doing similar things. Always good to be part of the zeitgeist!-)
cheers
John
-- -- Original Message -- -- From: Brad Friedman To: XSI@(protected) Sent: Saturday, April 02, 2005 8:44 PM Subject: [Norton AntiSpam] Re: Cloth
making the cloth is really easy in syflex. The hard part is getting it to sit in a stable manner on your character. Its tough to get it to move without getting caught in seams, or generally flaking out. Pins and such are usually the way to go. Its possible and it works with the 2.x syflex for XSI. But if the featureset for 3.0 is what its supposed to be, it should be a lot easier now than it was previously. Actually... even the improvements in the pin from XSI 4.0 to 4.2 were enough to make things easier.
However, if you are looking for a solution thats going to let you arbitrarily cloth up your characters for general purpose long form animation work, that may be unrealistic to expect of stock syflex or maya cloth at this point. Its not that they couldn't do the simulation. Its just that they generate so much simulation work... the budget for the cloth sim department would need to be rather large. My recollection is that PDI relies heavily on their finishing department to deform simulation flubs out of their cloth simulations by hand. This is part of their proprietary pipeline. But thats what they kinda had to do to make it work for their needs.
The pixar solution is interesting. Hearing about it reminds me of something somebody was doing with a script I wrote.
This is the addon:
http://xsi.fie.us/orientationDrivenShapes/
Its just a reworking of linking shapes to orientations. nothing special. What was kind of cool was a guy on XSIBase who's alias is "milesc". He was playing around with it and was baking out shapes from a cloth sim at different poses and using my addon to drive the shapes. The way the article talks about how pixar is doing their thing sounds different... much more sophisticated... but I was reminded of what milesc was doing none the less.
If I were to take on a project with fully clothed characters at this point I 'd put some R&D time into something similar to what milesc was doing. I figure if it works, it can probably take care of the bulk of the clothing shots, leaving just the ones that really have to be simulated, for a full simulation.
just my 2 cents plus a few ramblings
-brad
john clark wrote: I'm only going from what I saw in the documentary which was clearly Maya cloth. Obviously it may be that it was Maya sitting on top of some of their own stuff. Like you say it may be that it was just for assembly. Whatever it was I 'm still quite interested to know whether people have attempted to make clothes with syflex and how they got on.
john -- -- Original Message -- -- From: Brad Friedman To: XSI@(protected) Sent: Saturday, April 02, 2005 7:04 PM Subject: Re: Cloth
everything I've read says they may have used maya for some clothing assembly but the actual cloth sim was proprietary.
note:
http://cgw.pennnet.com/Articles/Article_Display.cfm?Section=Articles &Subsection=Display&ARTICLE_ID=215639
which has a short explanation.
My recollection is that pixar was doing their own cloth sim as far back as "Geri's Game".
-brad
Steven Caron wrote: they didn't use a proprietary cloth solution?
On Apr 2, 2005 5:08 AM, john clark <john.clark23@(protected)> wrote: Hi all I've never used any cloth simulation stuff but yesterday I watched 'The making of the incredibles' and noticed that they used Maya's cloth for the clothes which surprised me 'cos I'd always assumed that it was incredibly slow, but it got me wondering about making clothes. All entirely academic since I work in games with Maya, and cloth simulations are not very real-time! But I wondered what syflex was like and whether you could make shirts and jackets with it easily. Has anyone used it for that sort of stuff? What's it like? cheers John --- Unsubscribe? Mail Majordomo@(protected) with the following text in body: unsubscribe xsi
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <HTML><HEAD><TITLE></TITLE> <META http-equiv=Content-Type content=text/html;charset=ISO-8859 (See http://ISO-8859.ora-code.com)-1> <META content="MSHTML 6.00.2800.1491" name=GENERATOR></HEAD> <BODY text=#000000 bgColor=#ffffff> <DIV><FONT face=Arial size=2>Hi Brad</FONT></DIV> <DIV><FONT face=Arial size=2></FONT> </DIV> <DIV><FONT face=Arial size=2>Very interesting and thanks for the link to the addon. I'm making some characters at the mo' and have for the moment been modelling the cloth deformations long hand with the intention of doing precisely what you say (linking shapes to orientations ) largely because I imagine that even the new and improved RT cloth solutions would be a bit rubbish (clunky) for anything other than capes or curtains etc. Anyway, its surprised me how effective a few shapes are for cloth on trousers, shirts, jackets etc. The problem is that they're time consuming to model. A process for generating the shapes more quickly is precisely what I'm trying to put together. Glad to hear that others are doing similar things. Always good to be part of the zeitgeist!-)</FONT></DIV> <DIV><FONT face=Arial size=2></FONT> </DIV> <DIV><FONT face=Arial size=2>cheers</FONT></DIV> <DIV><FONT face=Arial size=2></FONT> </DIV> <DIV><FONT face=Arial size=2>John</FONT></DIV> <DIV> </DIV> <DIV> </DIV> <DIV>-- -- Original Message -- -- </DIV> <BLOCKQUOTE style="PADDING-RIGHT: 0px; PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LEFT: #000000 2px solid; MARGIN-RIGHT: 0px"> <DIV style="BACKGROUND: #e4e4e4; FONT: 10pt arial; font-color: black"><B>From:</B> <A title=xsibrad@(protected) href="mailto:xsibrad@(protected)">Brad Friedman</A> </DIV> <DIV style="FONT: 10pt arial"><B>To:</B> <A title=XSI@(protected) href="mailto:XSI@(protected)">XSI@(protected)</A> </DIV> <DIV style="FONT: 10pt arial"><B>Sent:</B> Saturday, April 02, 2005 8:44 PM</DIV> <DIV style="FONT: 10pt arial"><B>Subject:</B> [Norton AntiSpam] Re: Cloth</DIV> <DIV><BR></DIV>making the cloth is really easy in syflex. The hard part is getting it to sit in a stable manner on your character. Its tough to get it to move without getting caught in seams, or generally flaking out. Pins and such are usually the way to go. Its possible and it works with the 2.x syflex for XSI. But if the featureset for 3.0 is what its supposed to be, it should be a lot easier now than it was previously. Actually... even the improvements in the pin from XSI 4.0 to 4.2 were enough to make things easier.<BR><BR>However, if you are looking for a solution thats going to let you arbitrarily cloth up your characters for general purpose long form animation work, that may be unrealistic to expect of stock syflex or maya cloth at this point. Its not that they couldn't do the simulation. Its just that they generate so much simulation work... the budget for the cloth sim department would need to be rather large. My recollection is that PDI relies heavily on their finishing department to deform simulation flubs out of their cloth simulations by hand. This is part of their proprietary pipeline. But thats what they kinda had to do to make it work for their needs.<BR><BR>The pixar solution is interesting. Hearing about it reminds me of something somebody was doing with a script I wrote.<BR><BR>This is the addon:<BR><BR><A class=moz-txt-link-freetext href="http://xsi.fie.us/orientationDrivenShapes/">http://xsi.fie.us /orientationDrivenShapes/</A><BR><BR>Its just a reworking of linking shapes to orientations. nothing special. What was kind of cool was a guy on XSIBase who's alias is "milesc". He was playing around with it and was baking out shapes from a cloth sim at different poses and using my addon to drive the shapes. The way the article talks about how pixar is doing their thing sounds different.. . much more sophisticated... but I was reminded of what milesc was doing none the less.<BR><BR>If I were to take on a project with fully clothed characters at this point I'd put some R&D time into something similar to what milesc was doing. I figure if it works, it can probably take care of the bulk of the clothing shots, leaving just the ones that really have to be simulated , for a full simulation.<BR><BR>just my 2 cents plus a few ramblings<BR><BR>-brad<BR><BR>john clark wrote: <BLOCKQUOTE cite=mid005d01c537b7$2dbe8290$ca970052@(protected) type="cite"> <META content="MSHTML 6.00.2800.1491" name=GENERATOR> <STYLE></STYLE>
<DIV><FONT face=Arial size=2>I'm only going from what I saw in the documentary which was clearly Maya cloth. Obviously it may be that it was Maya sitting on top of some of their own stuff. Like you say it may be that it was just for assembly. Whatever it was I'm still quite interested to know whether people have attempted to make clothes with syflex and how they got on.</FONT></DIV> <DIV> </DIV> <DIV><FONT face=Arial size=2>john</FONT></DIV> <DIV>-- -- Original Message -- -- </DIV> <BLOCKQUOTE style="PADDING-RIGHT: 0px; PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LEFT : rgb(0,0,0) 2px solid; MARGIN-RIGHT: 0px"> <DIV style="BACKGROUND: rgb(228,228,228) 0% 50%; FONT: 10pt arial; moz -background-clip: initial; moz-background-origin: initial; moz-background-inline -policy: initial; font-size-adjust: none; font-stretch: normal"><B>From:</B> <A title=xsibrad@(protected) href="mailto:xsibrad@(protected)">Brad Friedman</A> </DIV> <DIV style="FONT: 10pt arial; font-size-adjust: none; font-stretch: normal"><B >To:</B> <A title=XSI@(protected) href="mailto:XSI@(protected)">XSI@(protected)</A> </DIV> <DIV style="FONT: 10pt arial; font-size-adjust: none; font-stretch: normal"><B >Sent:</B> Saturday, April 02, 2005 7:04 PM</DIV> <DIV style="FONT: 10pt arial; font-size-adjust: none; font-stretch: normal"><B >Subject:</B> Re: Cloth</DIV> <DIV><BR></DIV>everything I've read says they may have used maya for some clothing assembly but the actual cloth sim was proprietary.<BR><BR>note:<BR><BR><A class=moz-txt-link-freetext href="http://cgw.pennnet.com/Articles/Article_Display.cfm?Section =Articles&Subsection=Display&ARTICLE_ID=215639">http://cgw.pennnet.com /Articles/Article_Display.cfm?Section=Articles&Subsection=Display& ;ARTICLE_ID=215639</A><BR><BR>which has a short explanation.<BR><BR>My recollection is that pixar was doing their own cloth sim as far back as "Geri's Game".<BR><BR>-brad<BR><BR>Steven Caron wrote: <BLOCKQUOTE cite=mid3167b41105040209294f1ccb25@(protected) type="cite" ><PRE wrap="">they didn't use a proprietary cloth solution?
On Apr 2, 2005 5:08 AM, john clark <A class=moz-txt-link-rfc2396E href="mailto :john.clark23@(protected)"><john.clark23@(protected)></A> wrote: </PRE> <BLOCKQUOTE type="cite"><PRE wrap=""> Hi all I've never used any cloth simulation stuff but yesterday I watched 'The making of the incredibles' and noticed that they used Maya's cloth for the clothes which surprised me 'cos I'd always assumed that it was incredibly slow, but it got me wondering about making clothes. All entirely academic since I work in games with Maya, and cloth simulations are not very real-time! But I wondered what syflex was like and whether you could make shirts and jackets with it easily. Has anyone used it for that sort of stuff? What's it like? cheers John </PRE></BLOCKQUOTE><PRE wrap=""><!---->--- Unsubscribe? Mail <A class=moz-txt-link-abbreviated href="mailto:Majordomo @(protected)">Majordomo@(protected)</A> with the following text in body: unsubscribe xsi </PRE></BLOCKQUOTE><BR></BLOCKQUOTE></BLOCKQUOTE><BR></BLOCKQUOTE></BODY>< /HTML>
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