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Thread: NEWBIE QUESTION: Collision Issues

  1. #16
    RETROGRADER prometheus's Avatar
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    Thanks JoePoe, I need some pushing to get my *** going to fix my computers, my desktop is even much better than my laptop which Ivé been working on for over a year, havenīt gotten around to simply change harddrives and reinstall
    the desktop, I think it failed since I did a spyware scan and it removed some important files..so it chould be easy to fix ..just have to check how to install the drives properly since the case is a little awkward to open..for someone not used to do it.

    Regarding clothfx and subdiv, not sure if they actually used subdivision order set to first, in such case it will calculate much slower, but also more accurate.
    using a higher subdivision level is better, but it also depends on how many divisions you actually have in the mesh
    for a starter, it might even be so that it is better to have it divided more times in modeler than setting the level later in layout...not sure about that though, also..it might be worth checking to triple the mesh in modeler first.

    you also have collision bound offset in the cloth fx tab.

    now I really canīt test this properly, I would set up my own ball and clothfx object and run it..and I think I would get
    better results, I think I even posted a scene somewhere where a cloth drapes over something quite nicely as a table cloth ..I think, but in that case I am not sure I used hardfx or collision object...to bad I canīt work properly with it now..otherwise I think I could have solved it fast.

    A side note, on the lightwave youtube page there is a reveal lamborghini effect, a soft body blanket removal to showcase the car, itīs bullet softbody I think, but even there some simulations might be hard to get exact, and thus they are also showcasing the external module chronosculpt, for cases like this where simulations donīt behave and you simply want to edit and correct them with a brush....extra cost for the chronosculpt module though.

    Michael

  2. #17
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    I seriously thank ALL of you. I was worried that I was asking a seriously dumb question, but JoePoe's post made me feel..well...less dumb. Prometheus and Erikals, thanks for the ride along and the tutorial link. I will try all of your suggestions and post back the results. Thanks again to all of you.

  3. #18
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by RainyDaze View Post
    I seriously thank ALL of you. I was worried that I was asking a seriously dumb question, but JoePoe's post made me feel..well...less dumb. Prometheus and Erikals, thanks for the ride along and the tutorial link. I will try all of your suggestions and post back the results. Thanks again to all of you.
    Did you solve the issues you had with bones? and in such case what did you have to do?

  4. #19
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    JoePoe, It WAS the Display SubPatch Level. THANK YOU! THANK YOU! THANK YOU! It was set to 3, but I set it to 6 and the cloth performed like it was supposed to in the tutorial. Now my question is: What did I just do? Lol. What does the Display SubPatch Level actually control (for future reference)? And what are CC SubDs? Lol.

  5. #20
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by RainyDaze View Post
    JoePoe, It WAS the Display SubPatch Level. THANK YOU! THANK YOU! THANK YOU! It was set to 3, but I set it to 6 and the cloth performed like it was supposed to in the tutorial. Now my question is: What did I just do? Lol. What does the Display SubPatch Level actually control (for future reference)? And what are CC SubDs? Lol.
    subpatching is like chicken wire when you try to press it on to your face or something
    the more divisions set, more wires/ polydivisions in are added for a better deformation, a chicken wire
    with only a few wires wouldnīt deform nicely around any object, a lot of wires and it will

    using display subpatch is sort of a parametric interactive edit function/smoothing/division function over the object, in modeler you can for instance create a plane and divide it in a couple of ways, one way is to do it by ways of no returning, that is to freeze a ubdivided object, that means you canīt go back and lower the divisions.

    by hitting tab in modeler you can turn a box to a sphere, subpatching will also interpolate and smooth round areas between polyedges, if you have a box with several edge loops around the box, the box will not turn that round when using subpatching.

    It takes a while to understand the different versions, if you try to raise subpatch display levels in layout on a divided grid, it wonīt work unless you have subpatched it"tab" in modeler, or use the layout toggle subpatch.

    Catmull clark ..that is for someone else to explain...I think I probably may have messed up your brain about it anyway

    http://lightwiki.com/wiki/Fundamenta...patch_Modeling

  6. #21
    it's a manhole cover ↓ JoePoe's Avatar
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    (I'll answer also.... too much confusion never hurt nobody right )

    Raising the SubD level in Layout is simply increasing the times each polygon in the mesh is subdivided. The higher you go the denser the mesh.

    In your Lynda tut, while in Modeler you hit the Tab key for your objects. This put them in SubD mode. I'm sure they mentioned that.
    But did they explain that you have two choices for the type of SubDs you would like to use. Subpatch or Catmull Clark... CC for short. Each has their pros AND cons. (I personally rarely use CC subDs.)
    Without getting too in-depth right here.....very simply, CCs is a SubD method that utilizes a different mathematical process to subdivide the mesh. For one thing it allows you to model with polygons having more than four sides within a subdivided object, usually a strict no no. This feature, in thoughtful and skilled hands, can be a huge benefit. But all too often it is used as a shortcut around clean modeling and good poly flow.... but I digress. For the purposes of this conversation, CC meshes are inherently denser from the get go, so the increase in poly count for each level up rises exponentially faster then regular subDs (like I said, CC 3=Regular 8). Be careful.... in the right situation you can set regular subDs very high but trying to do it with CCs can freeze or crash you. Anyway, regardless of SubD type, try to find a level where you get just enough polys. Too many is just wasted computer computations.

    For a more technical explanation I'm sure others will chime in, but just do a quick Google for Catmull Clark SubD.

    Oh.... one last thing. You set the Display level only. This will only affect what you see in open GL. You have to set the Render level too for the same final output.

    I'm glad it worked, but as I mentioned above, there are several ways to "make it work". The question still is.... is that, in fact, what they were doing at Lynda??
    Last edited by JoePoe; 03-24-2014 at 06:20 PM.
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  7. #22
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by JoePoe View Post

    Raising the SubD level in Layout is simply increasing the times each polygon in the mesh is subdivided. The higher you go the denser the mesh.
    ]

    a side note, it isnīt really just increasing how many divisions that is added, it also metaform/smooth interpolate the object, in modeler that is equal to subdivide/metaform, if it only were to increase divisions, it would be equal to subdivide/facet...which in fact just adds divisions on the object without performing a smoothness/round interpolation.

    In layout you can simply go to layouts modeler tools, create a cube, then go to toggles subpatch..which is equal to modeler subpatch through the tab key.(which reminds me of a better consistency and change of shortcut for tab in layout of hiding floating windows to something else, and map the tab key to subpatch as it is in modeler)

    Once you toogle subpatch on for that cube ..it will turn in to a rough sphere, and raising the subpatch level will make it smoother even.

    Michael

  8. #23
    it's a manhole cover ↓ JoePoe's Avatar
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    Lol. Sorry for the confusion. I meant "simply" as in "without getting to complicated about it".
    I didn't mean to imply is was simple subdivision.... Yes, technically it is a metaform subdivide.
    System Specs: A pile of sand, a couple of wires, a real live mouse and a beer.

  9. #24
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    If you listen closely, depending on how far you live from Augusta, Ga, you can hear my mind exploding! Lol! I DO vaguely remember them saying something about CC now that you've explained it. As for the skelegons, I was able to fix that issue with some button clicking until I finally found the right configuration, but now I'm having trouble adding bones. In the tutorial, the guy has me add some simple bones to a bottle and then demonstrates how the bones won't move the object until they're activated. He activates one bone, and the object falls to the ground. He explains that activating the remaining bones will stand the object up (he activates ONE additional bone, and the object stands right up). He finishes activating the remaining bones, and the bones then control the object. After my bottle falls, it never gets back up! Lol. I activate additional bones, change layers, Enable and Disable IK, Deform, and MC (whatever those are...just a shot in the dark), and I manage to get the bottle to stand back up, but the bones STILL won't control the bottle. I finally emailed the guy...Dan Ablan (the tutorial is for LW 10)...and explained my issues. Hopefully, he'll respond. Lol.
    Last edited by RainyDaze; 03-24-2014 at 08:21 PM.

  10. #25
    Super Member spherical's Avatar
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    Quote Originally Posted by RainyDaze View Post
    If you listen closely, depending on how far you live from Augusta, Ga, you can hear my mind exploding!
    Just heard it. Took a while to get here, though. From my Location, you can see where I am.
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  11. #26
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by spherical View Post
    Just heard it. Took a while to get here, though. From my Location, you can see where I am.
    I donīt hear anything.....wait..what was that, I think it arrived to stockholm now

    Regarding bones, do a magic trick and make your bones in your leg dissapear, then try and walk
    on those jelly flesh legs only

    bones are there to deform and also hold the mesh structure, canīt say anything about it other
    than you do something different or they have not showed all things they should, bones might
    not be rested, not positioned right etc.

    Michael

  12. #27
    RETROGRADER prometheus's Avatar
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    For more cloth fx info...you could also check here, and see the section at the bottom at the page regarding resolution and accuracy for simulations..
    http://lightwiki.com/wiki/ClothFX

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