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
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>>>
>>>
>>> > 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.
>>> > >>
>>> > >>
>>> > >>
>>> > >
>>> > >
>>> > >
>>> >
>>>     ------------------------------
>>>
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>>>
>>
>
>
>

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