Thanks Matt...could give that a go too...although I think ICE syflex only
works on poly?  Eric...good suggestion for a starting point..will try that.
 I was referring to the default cage deformer...didn't think about hull
deformer.  I was looking at a few images and demos on syflex's website for
the Assassin's Creed trailer.  Pretty awesome setup they had with multiple
layers of clothing.  The ICE Syflex seems much more powerful at first and
is definitely faster I think but lacks some of the tools the addon version
has like weightmaps.  There's another one I'm looking for an answer too.
 Although I figured if I was able to blend a syflex mesh with a weighted
mesh using a weight map in ICE, I'd be set!


On Thu, Dec 6, 2012 at 10:46 PM, Eric Thivierge <[email protected]>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 <[email protected]> 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 <[email protected]> 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 <[email protected]>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 <[email protected]> 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
>>>>>
>>>>
>>>>
>>>
>>
>

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