Thanks very much guys, we're glad you like the job!

Some have been scratching their heads about how we've achieved the
extrusion effect and creation of UVs, and Manny, you've cracked it already!

After a lot of R&D and smoking heads we've 'settled' with the most simple
technique, which seemed to work best to achieve the effect the Director was
after, and it also turned out to be robust and fast.

For the majority of cloth elements we've used the following workflow:

After having accurately tracked characters and the camera we've:

- drawn spline curves on a static copy of the character's mesh to define
the areas the cloth should be 'emitted' from.
- we then sampled points on these curves, reinterpreted the locations on
the animated characters, and
- for every frame of a shot added strand positions, effectively creating
strand trail point clouds for the whole length of a shot, for every piece
of garment
- the strands were then converted into splines and
- lofted. So for a lot of shots we already head the UVs for free. For quite
a few shots, because of the nature of the dancers' movements we needed to
re-do the UVs though.

So we ended up with an extruded mesh (one edge loop per frame, or
subdivided if more detail was needed) which represented the dancer's
movement in 3D space over time.
Using ICE we've triggered vertices at the right time to start simulating
(using a Verlet setup) and hid/deleted all polygons 'in front' of a dancer.

For some shots to help joining characters and garment, additional pieces
were simulated using nCloth or Marvelous Designer.

That's it, nothing too fancy. :)

cheers,
Florian

On Thu, Oct 2, 2014 at 10:09 PM, Jason S <[email protected]> wrote:

>  Don't know how it was extruded, but the integration with actors' very
> dynamic movements is excellent!
> don't know exactly where real cloth starts or ends! :]
>
>
> On 10/02/14 16:56, Steven Caron wrote:
>
> if they are generating the data from strands then they know the start and
> end, as long as they know the vertical start and end it wouldn't be very
> hard to generate the the UVs along with the mesh.
>
> On Thu, Oct 2, 2014 at 1:53 PM, Manny Papamanos <
> [email protected]> wrote:
>
>> The long extruded element may already be generated as a whole piece,
>> and then is 'masked' off.
>> Would definitely be easier if it were patch/nurbs  based.
>>
>>
>>
>> Manny Papamanos
>> Product Support Specialist
>> Americas Frontline Technical Support
>> Customer Service and Support
>>
>> From: [email protected] [mailto:
>> [email protected]] On Behalf Of adrian wyer
>> Sent: Thursday, October 02, 2014 6:46 AM
>> To: [email protected]
>> Subject: RE: Glasswoks Lycra
>>
>> any idea how the UVs were created?
>>
>> a
>>
>>
>

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