odf opened this issue on Oct 27, 2008 · 13964 posts
kobaltkween posted Wed, 14 October 2009 at 6:45 PM
Quote - And about conforming and dynamic clothes: They both have their place in Poserdom
oh, i totally agree that's true about Poserdom. that's why i specified that it was my personal preference. i haven't seen anything as dynamic, including swimsuits, that i haven't liked much better and found much more natural. i personally am avoiding conforming clothing as much as possible, and have yet to need to use it. but i certainly don't think that's the norm, or even preferable as the norm.
Quote - But there is use for conformings as well (and they are still No. 1 for the customers - but to me it looks as if they slowly change their minds). Everything that is rather stiff like armor, shoes, rigged jewellery and many tight and short clothes work better as conformings.
actually, i find anything stiff and conforming either quite unrealistic or quite annoying. i think they work worlds better as parented props. stiff means it shouldn't bend any more than it should drape. but again, that's my personal taste/solutions.
Quote - A big difference is the fact that dynamic vlothes have to be one homogene object. While you can model a pocket and "paste" it to a conforming pant the same pocket will not stay with the same pant if you make it dynamic until you make it a part of the pant. I am no modeller, I just test what Leo creates and make it work as dynamic clothing.
You can try it out by taking a conforming skirt and make it a dynamic item. If there are any buttons, zippers, bows or such they will fall down or rip the skirt into pieces.
that's not quite true. you can make a part constrained. you can make a part a hard decorated. you have several different options for parts like those. i've seen a few dynamic necklaces as freebies, and svdl's office clothes which have zippers and buttons. in general, there's lots of ways to have detailed dynamic clothing. you don't, and generally shouldn't, have just a single, homogeneous object.
Quote -
*i have no clue how that works with cloth that works like skin instead of cloth (or other materials).
*This is no biggie, you alter the behaviour of the cloth with the dynamic controls and this way you can turn a cotton-skirt into a leather- or jeans-skirt.
that's not what i meant, though thank you very much for the cool information.
so, right now, i make dynamic clothes using an alteration of the process Adorana described at RDNA. i had to alter it because i use Blender and not Clothilde/C4D, but i've got a process that works pretty well for me so far. i've even started playing a little with soft decorated elements to create tension. at some point, i'll try that on seams, so the clothing will actually have structure (which is the big problem with how most dynamic clothes are made). i'm now hindered mainly by the fact that i have no clue how to make real clothes. especially how to measure. that's really not working for me yet.
sorry for all the information, but i just wanted to make it clearer what i was talking about. the point that's relevant to the topology issue is that my clothing meshes' topologies have nothing to do with the topology of the figure they're made for. they're entirely dependent on what a flat piece of cloth would do when draped, pulled or whatever around a figure. or sort of sewn around a figure. with maybe some sculpting to correct simulation or user error. i'm mainly playing around now, and not good at it yet, but i'm learning.
i have no idea how those meshes would work if they were made conforming.
conforming clothes basically work like skin. instead of wrinkling and stretching only according to the properties of your fabric, it just stretches and compresses with the figure's movements. i have no clue whether, say, a t-shirt made like a real t-shirt would conform properly or stretch so badly as to be unusable. i know that most conforming clothes are sculpted into shape and have a UV flow completely unlike clothing would actually be cut and sewn together. which doesn't matter for textures, but is problematic for procedural materials. and, dynamic clothes work best if they're made like clothes because putting an average, homogenous mesh into a clothing simulator will give you results like a person shaped cloth, rather than something with some structure.
basically, i know conforming clothes don't have a structure or topology optimal for dynamic use. it's kind of a GIGO situation. a lot of what makes the new D|S dynamics work better is just better constructed clothing. and i'm thinking that something made to be dynamic might not work well as something conforming clothes. since i'm not interested in conforming, and basically am choosing one, that's not an issue for me, and i can comment on issues for meshes meant to be dynamic, but i'm guessing that conforming would be a whole other ball of wax.