Seems to me they should cope on to this growing demographic, facilitate the back and forth between DCC's and slap an extra hundred on the price tag :P, will give it a try, still a shame that nothing compares to it in ice :(
On 9 November 2013 12:26, olivier jeannel <[email protected]> wrote: > Oh, and look at the prices, it's rather cheap. > > > Le 09/11/2013 10:52, olivier jeannel a écrit : > > Yep, it's really poser like interface. Took me a moment to get used to it. > It's a "one way" app, no cheat, no mix as we do in Softimage. > You import an Obj (your character, it's called an Avatar) you "model" the > cloth on it (but it's really as Tim said a taillor way of doing). You > import your animation in Pc2 and Marvelous will simulate it. Then, you > export back an obj (sequences?) or a PC2 in Softimage. > > I'm doing (testing for something upcoming) sims with not really human > shaped thing deforming a reallistic shirt that involves animation. I can't > say it's super-easy to work (going back and forth app to change anim in SI > and re-sim in MD) but Marvelous results are great enough and convincing. > One thing a bit annoying is that you end up with tris (heavy mesh), and > sometimes you can see little artifacts in rendering. This should be > corrected in a future release (I red it somewhere) with quad generated > meshes. > > > > Le 09/11/2013 07:56, Sebastien Sterling a écrit : > > Thanks for the links Olivier, i had indeed already seen the 2014 > syflex demo. > > Marvellous designer has always rubbed me up the wrong way presentation > wise, it looks like DAZ 3D or any other hack asset "library" "become a Pro > !". > > I have heard of it used in production but i'm not sure how one would > implement it. do you import your model and cloth in, simulate it, create > cashes for various wind based effects and situations, then export the cloth > and caches back out ? in which case it sounds like an ok alternative but > for what Jamie is saying about it preferring a standard build or > conventional human Shape. and how is someone supposed to use this with an > animated character ? > > I've head the Syflex vs Ncloth debate here at work too, it can be > difficult to separate the hating from the legit short comings, but yes > Syflex sounds like its got some problems. > > As ironic as using Maya as a plugin for soft may sound i find no comfort > in the thought of a cloth solver that would cost upward of 600 dollars more > then Softimage itself :P > > Really wish someone like Peregrine Labs would come along, and just > "solve" the issue in a radically new way. > > Its a real shame that Syflex is such a half backed solution, kind of how > there is no credible hair solver in softimage anymore :( > > > On 8 November 2013 15:34, Emilio Hernandez <[email protected]> wrote: > >> I second the Marvelous and SI workflow. Not that I've done too many >> stuff, but I found Marvelous very easy to model clothing and dressing the >> character. You will feel like a taylor as you need to define cloth paterns >> that will be sewed and wrapped. Then export to Softimage and use syflex. >> The only thing that I had at first a hard time, was exporting the model >> from SI to Marvelous to get a descent scale. >> >> Never tried ncloth, but if I also like the idea of Maya as a plugin for >> SI. He he he. >> >> >> >> >> 2013/11/8 Jamie Franks <[email protected]> >> >>> For a character based workflow, i'd definitely recommend trying >>> Marvelous for both styling and simulation. Creating and styling cloth is >>> very straight forward with a good amount of control, real time modlling >>> interactions and very good presets. The accuracy and speed of the >>> simulations are also very impressive, but it does lack flexibility in terms >>> of constraints and animatable parameters. For most cases it works very well >>> out of the box providing you have a well rigged collision mesh, ie, clean >>> topology and no self intersections under armpits and between elbows etc. It >>> does fall down when you have directors who prefer stylized looks and want >>> to control specific areas and creases, something which Ncloth is better at. >>> I've used Syflex for a number of years and although its fast, i've always >>> had issues with jittering and trying to get a very detailed result. >>> >>> If you have Zbrush/Topogun you can always retopologise the Marvelous >>> mesh and then use Syflex or Ncloth to simulate. I agree with Adrian, >>> Ncloth does make a great cloth plugin for Softimage! >>> >>> J >>> >>> >>> >>> ------------------------------ >>> From: [email protected] >>> Date: Fri, 8 Nov 2013 10:37:57 +0000 >>> >>> Subject: Re: Cloth Character Workflow in Soft >>> To: [email protected] >>> >>> >>> I have to agree about ncloth, but that is based on very limited useage >>> of it - and many attempts in ncloth - So take it with a pinch of salt ;) >>> >>> I did do some interesting tests with lagoa cloth though at one point, >>> and it was very stable and controllable (I wasn't testing it for clothes, >>> but controlling 'sheets' blowing around in a controlled environment) >>> >>> >>> >>> Simon Reeves >>> London, UK >>> *[email protected] <[email protected]>* >>> *www.simonreeves.com <http://www.simonreeves.com>* >>> >>> >>> >>> On 8 November 2013 10:19, adrian wyer <[email protected]>wrote: >>> >>> i love the idea that we use maya as a plugin for Soft..... hehehe >>> >>> >>> ------------------------------ >>> >>> *From:* [email protected] [mailto: >>> [email protected]] *On Behalf Of *Andi Farhall >>> *Sent:* 08 November 2013 10:14 >>> *To:* [email protected] >>> *Subject:* RE: Cloth Character Workflow in Soft >>> >>> >>> >>> I hate to say it but ncloth is so much better than syflex, even with >>> weightmaps in the ice version. I did some cloth recently and the >>> geometries were not optimal for cloth,and Syflex in soft was just too >>> twitchy and unstable for this particular situation. but ncloth just chewed >>> through it. It was quick to learn just the bits of maya i needed to import >>> a model, cloth sim it and export it back to soft. >>> >>> >>> >>> >>> >>> >>> >>> I rationalised in my head by just thinking of maya as an alternative >>> cloth plugin for soft ;-) >>> >>> >>> >>> A> >>> >>> >>> >>> >>> >>> >>> ........................................................................... >>> >>> http://www.hackneyeffects.com/ >>> >>> https://vimeo.com/user4174293 >>> >>> http://www.linkedin.com/pub/andi-farhall/b/496/b21 >>> >>> >>> >>> >>> >>> http://www.flickr.com/photos/lord_hackney/ >>> http://spylon.tumblr.com/ >>> >>> >>> >>> This email and any attachments to it may be confidential and are >>> intended solely for the use of the individual to whom it is addressed. Any >>> views or opinions expressed are solely those of the author and do not >>> necessarily represent those of Hackney Effects Ltd. >>> >>> If you are not the intended recipient of this email, you must neither >>> take any action based upon its contents, nor copy or show it to anyone. >>> >>> Please contact the sender if you believe you have received this email in >>> error. >>> >>> ------------------------------------------------------------ >>> >>> >>> >>> > Date: Fri, 8 Nov 2013 08:50:52 +0100 >>> > From: [email protected] >>> > To: [email protected] >>> > Subject: Re: Cloth Character Workflow in Soft >>> > >>> > On the Syflex (2014) side you have this : >>> > http://www.youtube.com/watch?v=HniKq6lxuhk >>> > It's basic, but just in case... >>> > >>> > Le 08/11/2013 08:22, olivier jeannel a écrit : >>> > > http://www.marvelousdesigner.com/learn/lessons.aspx?categoryseq=3 >>> > > http://www.marvelousdesigner.com/learn/lessons.aspx?categoryseq=3 >>> > > >>> > > Le 08/11/2013 08:00, olivier jeannel a écrit : >>> > >> Have a look at Marvelous Designer for cloth styling. >>> > >> >>> > >> Le 08/11/2013 01:28, Sebastien Sterling a écrit : >>> > >>> Recently i observed a friend using nCloth to style clothes as well >>> > >>> as simulate them, Ncloth allowed him to select points around the >>> > >>> cuff and belt line, and add some sort of deformer which would make >>> > >>> these sections regress as the rest of the cloth expanded and >>> > >>> settles, this created nice overlaps, i've also seen this to some >>> > >>> extent in 3DS max's cloth modifier. >>> > >>> >>> > >>> Cloth seems to remain an extremely occluded field, there really >>> > >>> doesn't seem to be many tutorials or suggestions regarding >>> work-flow >>> > >>> regardles of platform or cloth sim >>> > >>> >>> > >>> e.g: We've all seen the Lagoa multi physics demo, or the 2012 >>> Syflex >>> > >>> ICE implementation, but how do these pertain to an actual >>> character >>> > >>> oriented work-flow. >>> > >>> >>> > >>> I'd like to take the opportunity of this thread to ask people >>> there >>> > >>> impressions and experiences regarding cloth work-flows in >>> > >>> softimage, what works for them what is still relevant. >>> > >> >>> > >> >>> > >> >>> > > >>> > > >>> > > >>> > >>> ------------------------------ >>> >>> No virus found in this message. >>> Checked by AVG - www.avg.com >>> Version: 2013.0.3426 / Virus Database: 3222/6818 - Release Date: 11/07/13 >>> >>> >>> >> > > >

