![]() ![]() ![]() UDIM is often used to allow unwrapped mesh with their respective UV's to be placed at varying scale suitable for texture painting workflows and LOD (Level of detail). The single UV map therefore does not allow you to scale the UV map for any one garment assembly to a different pixel ratio for a single fabric or image map texture. Anywho, any help you have would be much appreciated.CLO3D uses a single defined UV map that you set relative to your 2D patterns as they are laid out in the drafting window space. I’ve tried doing a lot of Googling, but I’ve using just enough keywords to get a bunch of things that don’t apply to what I’m doing. I’m not sure what the most efficient path is to get back on track. I played around with the sub sampling, the expert dynamics settings under the project settings panel. The shirt won’t get the spikes when self-collision is off, but then the shirt goes into itself. However, my geometry goes nuts when I have self-collision on spikey shards shoot out of the surface when I press play. I chose the Cloth Tag as the driver of the animation. Your recent tutorial about triggering cloth animations is the look I’m trying to achieve and seems straight forward. I have experimented with x-particles (xpCloth tag), soft body tag, and cloth tag, along with adding thickness via Cloth Surface and xpSurface. I’m trying to send sexy ripples along the surface of a shirt, like turbulence, ideally without the world position of the shirt changing via any forces. I was hoping to receive some advice or get pointed into the right direction with solving some cloth animation issues I’ve been having. I recently came across your soft body dynamic videos, highly beneficial. Hi EJ! Thank you for all the work you put into these comprehensive tutorials. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |