Playing around with rigid groups

Works in progress and technical screen shots.

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Playing around with rigid groups

Postby joepal » Sat Nov 12, 2016 6:05 pm

Just me experimenting with the viability of creating metallic weapons without having them deform into a total mess.

The piece is available at http://www.makehumancommunity.org/cloth ... sword.html

CrudeSword-render.png
Ok, as a dread pirate this toon might not be altogether impressive, but at least the sword didn't deform strangely.
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Re: Playing around with rigid groups

Postby joepal » Sat Nov 12, 2016 6:33 pm

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Re: Playing around with rigid groups

Postby joepal » Sat Nov 12, 2016 6:38 pm

(just showing off it works even with a posed baby)

sword-pose.png
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Re: Playing around with rigid groups

Postby punkduck » Sat Nov 12, 2016 7:30 pm

I hope we will not meet these aggressive killer babies from hell :mrgreen:

Thanks a lot, many of my problems will now disappear. I was quite sure, what was happening internally in Blender but now the tutorial shows me that I understand the method in the right way. 8-)

I will try the buckle on my wintercoat I made for the "cold makehuman winter". But it will take some time, because uploading it without a small tutorial for making the fur stripes is okay but then the coat doesn't look as good as it looks now.
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Re: Playing around with rigid groups

Postby punkduck » Sun Nov 20, 2016 3:43 pm

Important:

I figured out, that when you want to use these rigid groups on clothes, it is better to use the helpers geometry. Especially when you use these groups near the female breast region (I guess all other regions belonging to clothes far away from the body also). Here is an example, the buckle of the winter coat I recently uploaded:

blender_buckle.png


Maybe you could add this picture to the tutorial and write one or two sentences, then it is perfect. ;)

Btw.: sometimes errors occur, when you select the 3 points and start makeclothes. I normally try to select another point for at least one of the three points then and have another try.
I've no idea how it internally works, but I guess it is, that at least one dimension will create a zero value ... so that a calculation of resizing is not possible, but I could be wrong :?
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Re: Playing around with rigid groups

Postby joepal » Sun Nov 20, 2016 8:19 pm

Ok, I added it to the sword tutorial. But maybe the whole makeclothes documantation should be restructured in the longer run.
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Turbine Mace

Postby CallHarvey3d » Tue Nov 22, 2016 7:11 pm

so i started this character because it had a variety of things i wanted to add to my MH skillz toolbox. varieties of rigid bodies included. so far this looks great with absolutely no stretching on the character it is designed for and little or no stretching on extreme characters. i used all 8 verts in the hand bone dummy that exists in the MakeClothes average female closest to the point of contact. the only streching that seems to happen is uniform scale in characters with larger hands. thought this might be useful info
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Re: Playing around with rigid groups

Postby joepal » Tue Nov 22, 2016 7:46 pm

Is the squirrel a piece of equipment too? A somewhat surprising use of MakeClothes, but I like it. :-)
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Re: Playing around with rigid groups

Postby CallHarvey3d » Tue Nov 22, 2016 7:53 pm

joepal wrote:Is the squirrel a piece of equipment too? A somewhat surprising use of MakeClothes, but I like it. :-)

yes. i dont know why, it just kinda happend
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