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1Tutorials LightWave 3D Motion Designer: How to Make Realistic Clothes Empty Tutorials LightWave 3D Motion Designer: How to Make Realistic Clothes Qua Jan 26, 2011 2:42 am

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by Jesus
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Tutorials LightWave 3D Motion Designer: How to Make Realistic Clothes Pixel_black
Download source
files scene & LScript.
Tutorials LightWave 3D Motion Designer: How to Make Realistic Clothes Pixel_black


First of all we need an animated model, you can
use one of your own or download my object and
scene above. Once we have the model we need
to make the clothes, the clothes must have
more polygons than the original object. We
're going to use the body as a collision object.

My model uses an Lscript called
muscler for making a setup like in Messiah ,
you can also download it above.
In order for it to work properly, copy the Lscript
under:
<blockquote>
C:LightWave®_3D_7.0PLUGINS3DPARTYVARIOSMUSCLER-2.LSC
</blockquote>
or edit the scene with a text editor and replace
the path to where muscler2 is.
Ok Lets go on.


  1. Open modeler and load PastorTut. The object
    has 3 Layers:


    1. The first layer is the body.

    2. The second layer is the bones.

    3. The third layer has the muscles in it.


    Tutorials LightWave 3D Motion Designer: How to Make Realistic Clothes Foto1
    </li>


  2. Select layer 1,
    copy,
    make a new object,
    paste the body in Layer 2,
    and save it as PastorTutClosion.
    Open the options panel (shortcut o)
    and set patch divisions to 1.

    Freeze layer 2 (shortcut D).
    This layer will serve as collision object.
    We could have frozen with patch division
    2 or 3 but then the MD calculation time would
    go up. It`s not worth waiting longer than
    necessary.

    Tutorials LightWave 3D Motion Designer: How to Make Realistic Clothes Foto2


  3. Make a new object,
    paste the same body we copied from the original
    object in Layer 2.
    Select the upper poly's,
    delete the selected poly's (del).
    Select the surface PstrCuerpo (you can easily
    select a surface in the statistics panel
    (shortcut w).
    Select invert (shortcut ").
    You should now have the boots selected delete
    the selected poly's (del).
    Save this as PantalonTarget (pantalon =
    trousers).
    Now we'll make the trousers.

    Tutorials LightWave 3D Motion Designer: How to Make Realistic Clothes Foto3


  4. You can put layer 1 of PastorTutClosion
    as a background for reference (Ctrl+F5 to
    open the objects/layers window).
    At the abdominal part of PantalonTarget
    there is to much geometry, reduce it like
    the figure below.
    Tip:
    Weld points (shortcut w)
    is useful here, after welding go to polygon
    mode (shortcut ctrl H), open the statistics
    panel (shortcut w), select
    1 and 2 point polygons, and delete them (shortcut del).

    Tutorials LightWave 3D Motion Designer: How to Make Realistic Clothes Foto4


  5. Rename the surface to Pantalon,
    (shortcut q) and check double
    sided.
    Select all polygons except the first upper
    row of polygons and smooth-shift 1.5 cm,
    adjust the waist with the background.
    Use stretch, drag, dragnet, and magnet to
    change the form to the one in the pic.
    I also used bandsaw on the selected polygons
    in the picture to add extra geometry where
    necessary.

    Tutorials LightWave 3D Motion Designer: How to Make Realistic Clothes Foto5


  6. Now we need to assign fixed
    and moving parts of the geometry this is
    where we begin testing with Motion Designer
    (MD).
    Start off by assigning the upper row of
    poly's a new surface, PantalonFix, (you can
    also create an object part, MD support this
    too. I have used surfaces because the different
    surface colors help to explain things better).

    Tutorials LightWave 3D Motion Designer: How to Make Realistic Clothes Foto6

  7. Deselect everything,
    copy,
    paste in Layer 1,
    open the options panel (shortcut o)
    and set patch divisions to 2,
    Convert to nurbs, because if we had tripled,
    the poly's would cast strange shadows.
    Hide layer 2, it´s only for modification
    purposes.

    Tutorials LightWave 3D Motion Designer: How to Make Realistic Clothes Foto7_eng


  8. Select the collision object
    (PastorTutClosion) you saved earlier.
    In layer 2, select the poly's between the
    waist and the boot(including the upper half
    of the boot) and paste in Layer 1 (to accelerate
    the MD calulation).
    Hide layer 2 and give a name to each layer.
    (Ctrl+F5 - double click
    a layer to rename)

    Tutorials LightWave 3D Motion Designer: How to Make Realistic Clothes Foto8

    Move the points between
    the legs and boots up for a better calculation
    as shown here.

    Tutorials LightWave 3D Motion Designer: How to Make Realistic Clothes Foto8b


  9. Switch to Layout.
    Open scene MDTut. This is a stand walk and
    stop scene of the character. the motion past
    frame 60 doesn´t affect the trousers so we
    can set the maximum frame 60 for the trousers,
    subdivision order is set to last so MD can
    work with nurbs.
    Open the MD option panel and set calculate
    resolution to 50,
    select property, environment and set gravity
    to -9.8 on the y axis,
    leave the rest of the parameters set to 0.
    On the Objects panel,
    set PantalonTarget:Pantalon target ON,
    set PastorTutClosion:Piernas Collision ON.

    Tutorials LightWave 3D Motion Designer: How to Make Realistic Clothes Foto9


  10. For the Surface Pantalon
    set these values weight 5, weight +- 2, spring
    500, visciosity 5, resistance 2, parallel
    resistance 40 %, substructure 1000, stretch
    limit 80 %. PantalonFix fixed ON.
    Now, for the collision object PstrCuerpo,
    set skin thickness 0.02, friction 10, bound
    force 2; PstrBota set skin thickness 0.01,
    friction 10, bound force 2.
    Press start. This takes a while, (for example
    on an Athlon XP 1800 with Quadro2 it takes
    4 to 5 seconds per frame). Have a look when
    finished, what has happened?
    It looks ok, but from frame 45 onwards the
    trouser hangs up with the boot.
    Raise the substructure to 3000 and there
    is no problem there but now the pants go
    through the boot.
    Set PstrBota skin thickness to 0.015 and
    pantalon sub structure to 10000, start again
    and now it hangs a little at the right knee.
    What has happened is this:
    the trousers have weight maps left over when
    we copied the collision object (they are
    used to make the muscles bulge). This is
    not what we want.


  11. Switch to modeler PantalonTarget
    layer 2, change the trousers fix surface
    as in the next pic. This reduces calculation
    time in MD. The pic shows only half of the
    trousers to illustrate you better.

    Tutorials LightWave 3D Motion Designer: How to Make Realistic Clothes Foto10


  12. Open object PastorTut.
    In layer 2, select the skelegons affecting
    the trousers copy and paste it in layer 2
    from PantalonTarget.
    Delete all weight maps (best having plugin
    Delete_xMap from D-storm ).
    Execute vertex paint.
    Go to weights,
    calculate,
    press calculate weights,
    save.
    Copy all except skelegons,
    go to layer one,
    delete everything,
    freeze and nurbs.
    Switch to Layout.
    MD go to properties surface and Pantalon,
    weight 5, weight +- 2, spring 1000, visciosity
    15, resistance .5, parallel resistance
    40 %, substructure 10000, stretch limit
    80 %.
    And now collision objects. PstrCuerpo skin
    thickness 0.02, friction 10, bound force
    2; PstrBota skin thickness 0.015, friction
    10, bound force 2.
    Now it looks Ok.
    Now we need to have shear wrinkles in he
    fabric, there is a parameter called Shear,
    raise that to 1000 and lower viscosity to
    10.
    Looks better, don´t you think so?

Here, you can see see the preview as avi or quiktime.
Here, you can see the caracter with a vest,
only divxavi.
]

http://pt.inbforum.com

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