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Soft body phisics - Problem during motion

Posted By silpa.mulpuri 14 Years Ago
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silpa.mulpuri
silpa.mulpuri
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Dear Friends,
 
I am trying to make a character with a scarf/stole like the one you see in the attached image. The stole was created in Maya and soft cloth physics was applied in iClone. (the settings are also shown in the image below).
 
I used dummy objects and activated kinematic for g3 violet character as shown in the last image. The stole was attached to the dummy object.
 
Now the problem is when the character is walking the stole is moving with the character but when the character stops the stole falls down..
Is there any way to fix this?
 
 
 
 
Thanks,
Shilpa
Apparition
Apparition
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Yes! There is a fix, but requires you to use 3D MAX.
You create the cloth in Max and must add a Vertex Selection Set with the vertex you want to "glue".
At iClone, you must assign the selection set to a particular bone or collision object, with the properties dialog Alt-S.
If you have no access to MAX then you must use one of the dynamic fabric props which have "pin" points and scale the prop as to resemble the scarf.
How did you do the scarf you are using?


Mike Aparicio-Reallusion Certified Innovative Content Developer


Sen
Sen
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that seems to be solved :
https://forum.reallusion.com/Topic131149-281-1.aspx#bm131398


CGTRADER


silpa.mulpuri
silpa.mulpuri
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Hi Apparition

That scarf was done in maya...
What you said is correct.... In some motions this method is not working...

Thanks

Shilpa
silpa.mulpuri
silpa.mulpuri
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Hi Apparition

Can u please tell me how to add vertex selection set in max...

Up to my knowledge the process is



This process is not working for me..If iam wrong can you explain me the correct process please

Thanks

Shilpa
silpa.mulpuri
silpa.mulpuri
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Hi all,

Anyone please help me...


Thanks
Shilpa
Vit3D
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Hi Shilpa,

iClone does not recognize named selection sets defined in the mesh directly. To define selection set for iClone You should use MeshSelect modifier and it should be on the top of modifier's stack.
Definition procedure for MeshSelect exactly the same as for mesh (as shown on your picture).


Vit


Apparition
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Yea! Vit3D said it correctly!

On the modifier stack, apply a MeshSelect Modifier right on top of the stack.

Then at the Mesh Select Modifier set it to VERTEX mode.

Deselect all possible vertex and carefully select those vertex going to be the pinned mesh.

Name the selection set using the selection window on top.

Do not forget to hit ENTER after naming the selection.

Now save the prop.

At iClone, import the prop. Select the Prop!

Then press SHift-Alt-S You will get to the Soft attributes hidden dialog.

At the Pinning Vertex Group window drop down, you will see the selection name you created.

Select it and set it Active.

Finally Pick the Target bone on the character. (Repeat until you get the RL_NeckLo bone.

Your prop should be now pinned.

Don't be too happy now! When the avatar walks you will have wild motions. Play with the Physics settings until you get it somewhat working fine!

iClone is pretty BAD for handling cloth simulation! Be warned!

Mike Aparicio-Reallusion Certified Innovative Content Developer


silpa.mulpuri
silpa.mulpuri
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Hi all,

  I tried this one but no use... :(

what i did is
 
   1.Applied mesh select modifier
   
   2.Set that to vertex mode

   3.Named the selection set

   4.Saved the prop

as shown in the images below

I imported this in to iclone...but no option is enabled when i pressed shft+Alt+S....

Can anyone please correct my process...

Thanks

Shilpa

moviemaker100
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I have wasted hours and days with cloth, hair and so on.
No result.
At moment I think, whole physics of iClone are damaged by a fat bug:
https://forum.reallusion.com/Topic95227-281-41.aspx

If a whole toolbox of physics seem to be destroyed in 5.23 (nobody is able to refute this until now) - then you can imagine, that anything is wrong with iC physics, VERY wrong - at moment.

I would recommend to wait for the next patch.
And let us all pray to god, that RL will repair this mega bug with the next patch. :ermm:

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