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wendyluvscatz
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wendyluvscatz
Posted 11 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 2.5K,
Visits: 19.4K
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the latest attempts by me UV mapping of the cloth seems the most important factor along with one material zone on clothified bit I set up collision shape (and save the preset) for all the body parts on the Avatar under settings then in PhysX choose edit weight map and select mostly lowers, uppers are usually a mess, hair is good or on a DAZ figure a cape or skirt if one piece and flatmapped I use the gradient falloff map for my weightmap which one depending on cloth UV, lowers mostly black on top fading to white below. a solid pinned one tends to break up too much I did sideways versions of the two supplied as well, the darkest end being the pinned bit. adjusting contrast and brightness usually needed but iClone realtime makes this easy in by frame mode. self collision checked is usually needed too but my cloths will not collide well with each other.
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