Mailing List
Home
Forum Home
Softimage
Carrara
trueSpace
Dir3d-l
Maya - a powerful 3D animation and visual effects software
Macromedia Flash Development
Subjects
Cameras
scaleDown command
black out solved
Aircraft Tutorial
Mathematical XYZ ?
Its done This vs That
Its done first week
recommendations for screen video captures?
3DExplorer "Oddity "
New Director
ProTeam renewals
Fuel 's new websites (X post)
Blue peter create a make toy
targeting groups question
XPost: Shockwave 3D game ( sort of )
RES: RES: RES: Fish Modeling
Emitting particles from object intersection
Fuel 's new websites (X post)
Texturing
Big Break Contest Videos
New Plugins
Models and Texture on my updated site
Error Installing Patch tS6 6
Plasma?
Looking for Inspiration
Weird EMail Q
It 's done first week ?
Cherry not cranberry
New game
Camera Animation Problem
Particle plugins?
 
Cloth

Cloth

2005-04-02       - By john clark

 Back
Reply:     1     2     3     4     5     6     7     8     9     10     >>  

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>&nbsp;</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&nbsp;shapes to orientations&nbsp;)&nbsp;largely because I
imagine that&nbsp;even the&nbsp;new and improved&nbsp;RT cloth solutions would
be a bit rubbish (clunky)&nbsp;for anything other than capes or&nbsp;curtains
etc. Anyway, its surprised me how effective a few shapes are for cloth on
trousers, shirts, jackets&nbsp;etc. The problem is that&nbsp;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>&nbsp;</DIV>
<DIV><FONT face=Arial size=2>cheers</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT>&nbsp;</DIV>
<DIV><FONT face=Arial size=2>John</FONT></DIV>
<DIV>&nbsp;</DIV>
<DIV>&nbsp;</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.&nbsp; The hard part
 is getting it to sit in a stable manner on your character.&nbsp; Its tough to
 get it to move without getting caught in seams, or generally flaking
 out.&nbsp; Pins and such are usually the way to go.&nbsp; Its possible and it
 works with the 2.x syflex for XSI.&nbsp; But if the featureset for 3.0 is
what
 its supposed to be, it should be a lot easier now than it was
 previously.&nbsp; 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.&nbsp; Its not that they couldn't do
 the simulation.&nbsp; Its just that they generate so much simulation work...
 the budget for the cloth sim department would need to be rather large.&nbsp;
 My recollection is that PDI relies heavily on their finishing department to
 deform simulation flubs out of their cloth simulations by hand.&nbsp; This is
 part of their proprietary pipeline.&nbsp; But thats what they kinda had to do
 to make it work for their needs.<BR><BR>The pixar solution is
 interesting.&nbsp; 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.&nbsp; nothing
 special.&nbsp; What was kind of cool was a guy on XSIBase who's alias is
 "milesc".&nbsp; 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.&nbsp;
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&amp;D time into something similar to what milesc
 was doing.&nbsp; 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>&nbsp;</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&amp;Subsection=Display&amp;ARTICLE_ID=215639">http://cgw.pennnet.com
/Articles/Article_Display.cfm?Section=Articles&amp;Subsection=Display&amp
;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)">&lt;john.clark23@(protected)&gt;</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>