Thanks Simon...I was using that method as well.  It works fine on some
other elements but for this one particular case, it was difficult due to
the layered fabric.  Will give that another go as well.  Didn't think about
doing a poly reduction, keeping it live and using that as my null deformer
group...might be more manageable.


On Thu, Dec 6, 2012 at 10:52 PM, Simon Anderson <
simonbenandersonl...@gmail.com> wrote:

> We would take the high res geo, reduce it, then run a custom script that
> generated nulls that were cluster constrained to the points on the geometry
> and simulate it, then envelope those points onto out the high mesh. This
> was one of our work arounds, depending on the shot and what was needed, but
> this solution seemed to work pretty well, as long as your create the
> geometry from a default flat position and then simulate into position.
>
> we tried cage deformers on some things, but found the size of the cage
> deformers to be huge compared to the enveloping.
>
> I think each situation calls for different approach. Found that some times
> you would get great results with one method and then the same method would
> create horrid results.
>
>
> On Fri, Dec 7, 2012 at 2:46 PM, Eric Thivierge <ethivie...@gmail.com>wrote:
>
>> Kris are you using the standard Cage deformer or the ICE based "Hull
>> Deformer" setup?
>>
>> --------------------------------------------
>> Eric Thivierge
>> http://www.ethivierge.com
>>
>>
>> On Fri, Dec 7, 2012 at 2:44 PM, Kris Rivel <krisri...@gmail.com> wrote:
>>
>>> Thanks for the suggestions.  Eric...your idea is what I had in mind but
>>> having a hard time figuring out the right node usage once I extract closest
>>> point.  How do I store an offset?  Cage is ridiculously slow so thats out.
>>>
>>>
>>> On Thu, Dec 6, 2012 at 10:38 PM, Ed Manning <etmth...@gmail.com> wrote:
>>>
>>>> wouldn't the stored offsets be in world space?  Wouldn't you want them
>>>> in tangent space to not crumple weirdly?
>>>>
>>>>
>>>> On Thu, Dec 6, 2012 at 10:31 PM, Eric Thivierge 
>>>> <ethivie...@gmail.com>wrote:
>>>>
>>>>> Use ICE to get the closest location on your low res (static,
>>>>> undeformed copy) from the high res mesh and store the offset transform 
>>>>> from
>>>>> that location. Then use the reinterpret location onto the deformed low res
>>>>> geo.
>>>>>
>>>>> --------------------------------------------
>>>>> Eric Thivierge
>>>>> http://www.ethivierge.com
>>>>>
>>>>>
>>>>>
>>>>> On Fri, Dec 7, 2012 at 1:58 PM, Kris Rivel <krisri...@gmail.com>wrote:
>>>>>
>>>>>> I'm curious how others handle layered or very high res geo clothing?
>>>>>>  I have a pretty high res geo of layered clothing on a character.  I'm
>>>>>> getting some decent results with just applying syflex to the geo, 
>>>>>> enabling
>>>>>> self collision, boosting the subframe steps, etc. and letting 'er rip but
>>>>>> its pretty slow.  I get fantastic results using one, lower res proxy 
>>>>>> mesh.
>>>>>>  Whats the best way to transfer or copy a low res sim to a high res mesh?
>>>>>>  I was creating nulls on each point on the lower res geo and enveloping 
>>>>>> the
>>>>>> high res too it but now I'm dealing with managing almost 2k worth of 
>>>>>> nulls
>>>>>> and any envelope corrections are impossible.  Any other suggestions other
>>>>>> than brute force?
>>>>>>
>>>>>> Kris
>>>>>>
>>>>>
>>>>>
>>>>
>>>
>>
>
>
> --
> -------------------
> Simon Ben Anderson
> blog: http://vinyldevelopment.wordpress.com/
>
>

Reply via email to