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Comments
I'm eager to try this. Is it necessary to turn the visibility of the marker polygon back on before rendering? I don't think this was mentioned in the video. I don't know if making it invisible is just a viewport thing, or whether it affects the render, too. To be safe, I will turn it back on when I try it.
Oooooh. Can't wait to watch!
Hmmm, I will have to think about this. If I forget to update the version number (which I tend to do ), it is not very helpful.
Ok. Thanks for the feedback.
I bought the program and it’s sitting in my product library waiting to be downloaded as soon as I get home. I did watch the tutorial, and will watch again.
OOoooh you just love to torture yourself You need to watch all of her tutorials.
I didn’t know there were three, I just watched the first one. Now excuse me while I go and watch them......and get even more annoyed that I don’t have my computer.
LOL. I am glad I could help
This looks awesome. I hope it's still on sale tomorrow. Good Work Esha and RiverSoftArt
I made my animation following esha's cloth dropping tutorial. I feel like a dinosaur entering the digital age - I created a YouTube channel to upload my video animation to. I've never uploaded to YouTube before. Now I don't know how to attach it to this message, like esha did. Oh! I just pasted the share link and it worked.
The 3 magnets pick up and move the "cloth". I positioned the clothes pins manually later.
I am suitably impressed! That was great, barbult!
Awesome product! The included Video Link script was helpful too. Watched it once and the rest was "Lock 'n' Load" simple. Took no time to set this simple test up. Have to be one of my most valued purchases to date.
Great job RiverSoftArt & esha.
Yes, you need to turn it on again. One invisible poly does not affect the draping but you will see the hole in the render. I mentioned it in the main user guide but I might have forgotten to add it to the dress tutorial - sorry!
Great video, barbult! I love the idea with the clothes pins
Thank you! Have fun playing with it!
Thank you *blushes*
Glad you found the tut useful!
That is great!
Thank you!
Yes, another great tutorial! Makes my support job much easier!
Rigid Body Dynamics? ... Kinda sort of
Some clothing items shouldn't deform as cloth. "Metal" items in particular. In the image below I'm trying to fake rings on a loin cloth. If the rings are simply part of the clothing, they will completely deform. And in a pose like this one, they would tend to flatten along portions of the figure that expand. So instead, the rings are parented to rigid body nodes. What's left for this to actually work is for the magnets to be able to be parented to either the nodes or the rings. Is there any way to do that? When I tried re-parenting the magnetic property appeared to be removed from the dforce mesh.
I'm wondering something: Is it possible to select more than one vertices? I'm asking because that ability would be great for use in dForce hair. I tried last night but it didn't work. I kept getting one block of strands.
Scott
Yeah.... this is the one big flaw here... a single vertex isn't always a good looking solution. When you hike up your skirts, or kilts for the fellas, you aren't pinching the cloth between your thumb and forefinger, you are grabbing a handful.
I tried to do something similar to the "drop the cloth" tutorial, but every time I exported the simulated cloth to create the morph, I was told the object did not match. I haven't done a lot of import/export, but I have done my fair share. Thought it was very odd that I was unable to get it to work.
Did you have any items parented to the cloth (maybe a rigid follow node item) when you exported? I wonder what would happen if it was exported with a "marker" polygon hidden. Does that cause an issue?
Nothing parented to the cloth. At one point I removed aboslutely everything from the scene and only had the simulated cloth.
I agree. After having tried it, it would be more useful if the vertices chosen could be a number grouped together.
The reason I'm asking about this stuff is I'm actually trying to do some different things with the hair from the initial position of the hair. For example, using preset one for initial positiion for Bang Bob hair, it would be extremely useful to alter one entire side so the hair falls behind the shoulder of a figure without having to move the head, thus affecting final position of hair on the opposite side.
I've tried making the selection point up to 10 but still get one set of strands. I mean, I love the product for fabrics--there's nothing like it and it's extremely useful--It'd be cool if there was a way reposition the hair much like the first tutorial with the cloth.
Scott
No, sorry it can't be reparented. I will pass on your question to see if Esha has any ideas.
I tried to make the scripts do that and Bad Things Happened(TM) So I walked it back and left it using one vertex. Maybe someday.
Hmmm. Maybe Esha has ideas. I will pass it on.
In my thread on dForce I talk about helper objects which are primitives like spheres and cylinders that can be used to help move a mesh while the mesh is being deformed by dForce. The helper object itself does not have any dForce modifiers. They act similar to the magnet but are not as precise (it's difficult for them to grab one vertex) but you can use them together by parenting the helper object to the magnet. I ran a test with hair, one time with a magnet alone, the second time with a torus parented to the magnet.
Screenshots from end of animation:
Magnet's position Magnet and Torus positions
Renders from end of animation:
Magnet alone Magnet and Torus
The magnet will not render. The torus will unless you hide it after the animation is completed or set Visible in Render to Off (Parameters pane, Display section).
The result you get will depend upon the size and shape of the primitive, the number of faces it contains, and how it is positioned before and during the animation.
I see exactly what you're doing, sir. I have your video and believe it or not, before I had a second surgery last year, I printed your entire guide. As far as I'm concerned, it's the bible for creative use of dForce and primitives. What I'm wondering, and I'll try it when I have more time, is creating a plane and positioning it so the hair slides down the plane and behind the shoulder during simulation. This whole thing with hair might be well beyond the scope of magnets, but I thought I'd ask the question because if I didn't I'd never know the answer.
Thank you so much for responding and for doing all you do for us.
Scott
Edit: The plane idea works to a degree, now to play with settings to make the hair slide down the angled plane and drape naturally.