Search the Forums
Forum > Qualoth
Originally posted at 06-12-2014 15:31
![]() ![]() | |||
---|---|---|---|
Administrator
Admin
IT Support
South Korea
Joined:
09-07-2012 12:47 Total Posts:
97
|
|
#2 - 07-04-2014 21:25 | |
---|---|
User
/images/bbs/member/
reza
simulation
Iran
Joined: 02-11-2014 16:50
Total Posts:
8
|
thank you for your reply, i kind of figure it by myself,as we work in cm unit in our project, after i select "metric from uv" check box, and simulate, cloth start to shrink down, problem is uv should be in ratio "1" for proper simulation, so i use auto uv ratio plugin and make for each character cloth a uv ratio preset, each time before simulation i change uv ratio to one and after simulation put it back. i don''t undrestand why you set eache part of the cloth separate material property in the video, md garments are work fine now but fabric feels are not as good as it is in md, i think you should put some material preset like md and ncloth in qualoth, but in simulation itself, qualoth bit both of them. :) |
#1 - 07-22-2014 13:02 | |
Administrator
/images/bbs/member/201306201633551272E7.JPG
Admin
IT Support
South Korea
Joined: 09-07-2012 12:47
Total Posts:
97
|
1. Metric from UV is for simulating cloth meshes made with panels using the same UV coordinates as panel type. When clothes are made with panels, UV sizes are compatible with the actual size. But Maya's UV has coordiantes for texture mapping regardless of the actual UV size. This results in a different size. That's why the clothes are shrunk, when you simulate them with Maya UV coordinates based settings. If you'd like to simulate clothes made with Marvelous Designer in Qualoth using Metric from UV, generally the UV size has to be increased about 45 times. But this number is relative to the actual size, so you have to consider it when adjusting UV size in Maya. 2. The above video clip is to explain how to increase the size of or stretch a specific part of clothes imported from Marvelous Designer. This method was used by Blue Sky Studio for Qualoth simulation when the character's arm is stretched. Generally you could Weld each cloth patch's Vertics in Marvelous Designer and import. |
Reply to This Post
|