Rigidity maps are not rigid.

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Comments

  • barbultbarbult Posts: 24,249
    edited December 1969

    WOOT!!!! It's working! It requires a lot of experimentation to get the weights just right but it's working! Two buttons down 4 more to go.

    Wow. Who would have ever guessed making buttons on an outfit would be so much work. This is definitely going to change the way I design outfits. VELCRO FOR EVERYONE!

    Thank you thank you thank you Richard and everyone else who helped!


    Congratulations! Can you summarize for us what you had to do to make it all work?
  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    barbult said:

    Congratulations! Can you summarize for us what you had to do to make it all work?

    Well, once you've applied the rigidity maps to the figure to take care of the morphing distortions (which requires a lot of experimentation with the number of reference polys, too few or too many and it can drive the rigidity group into the model), you as Richard said go through the weight maps and equalize them for each rigidity group.

    This is a wickedly tedious task as it has to be done for each and every button individually. You have to go through every single weight map that touches the button. Select all the button's polygons and then fill them with an approximation of what the surrounding polys are filled with. There's no way to know for sure what the surrounding pixels are filled to so basically you fill in 5% increments until you get something that looks close. You have to make sure you get all the joints that affect the area because weight maps overlap. Then keep testing to see if the buttons stay where they're supposed to when you move the figure (make sure you test moving all the bones with weight maps that overlap the button).

    BEHOLD! The most complicated pants I've ever made.

    I really hope that the next version of Daz comes out with a way to automate rigidity more so it's not such a tedious task. Now you know why you see so many outfits that don't bother fixing the buttons. It's really really tedious.

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  • JaderailJaderail Posts: 0
    edited December 1969

    Thread Bookmarked. Sorry it was a Pain Ghastly. But I learned as you did, so not wasted time. If that helps any.

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    Now I'm looking at all the freaking buttons I put on the corset for this outfit and realizing I'm going to have to go through and set the weight maps for them all.... :-/

    Seriously Daz. This could be automated so easily.

    Make the program so when you create a rigidity group it then fills all weights associated with that rigidity group with the average of the weights of the reference group. TA-DAH! That shouldn't be hard to do. Automatic buttons for everyone. Rigidities that are really rigid.

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    Here's at least what the completed outfit will look like for those who want a sneak peak before it goes up on ShareCG.

    It's based on a concept I had for a character for Ghastly's Ghastly Comic. She was going to be the nemesis of Cosplay Girl.

    Wildly Impractical Anime Costume Goddess.

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  • Richard HaseltineRichard Haseltine Posts: 101,032
    edited December 1969

    Make the program so when you create a rigidity group it then fills all weights associated with that rigidity group with the average of the weights of the reference group. TA-DAH! That shouldn't be hard to do. Automatic buttons for everyone. Rigidities that are really rigid.

    Sounds like a good feature request, though I'd prefer it to be an option rather than something hat happens automatically. "Match Rigidity Group weights with Reference Polygons" or even "Match Group weights with Selected polygon(s0" with a flyout menu to pick the target group. You can make feature requests like bug reports, by submitting a Tech Support ticket to Zendesk.

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    I've submitted a ticket about making this an automated option in future version of Daz. It shouldn't be a difficult option to implement so hopefully they will.

    It can literally take hours to get a single button to move correctly since most buttons tend to be on the torso and the torso area is affected by so many weight maps. You could have a button being influenced by a combination of neck, chest, left collar, right collar, left pectoral, right pectoral, abdomen 1, abdomen 2, and pelvis joints, then you have the x-rotation, y-rotation, z-rotation, x-bulge left, x bulge right, y bulge left, y bulge right, z bulge left, z bulge right, and scale weight maps to adjust for.

    You can see why so many products don't bother to adjust the weight maps for movement distortions. With dozens of buttons in that area it could take weeks to get them all distortion free.

    With his as an option creating hard surface objects on clothing like buttons, clasps, rivets, buckles and snaps would be a ... well a snap.

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    Also... I have 26 more buttons left to go on that outfit. This could well mean more than 26 hours work ahead of me just on fixing button issues.

  • patience55patience55 Posts: 7,006
    edited December 1969

    Also... I have 26 more buttons left to go on that outfit. This could well mean more than 26 hours work ahead of me just on fixing button issues.

    Sounds like a good time to bring out the popcorn and put on a good record. I hope they get the feature request done soon too.

  • JaderailJaderail Posts: 0
    edited December 1969

    Things I have learned, keep items needing Ridge zones to a bare minimum in all meshes. Have plenty of free time for the items that do need them. Last but not least this could be implemented better.

  • barbultbarbult Posts: 24,249
    edited December 1969

    Here is an interesting post about the new rigidity: http://www.daz3d.com/forums/discussion/29776/P300/#467222

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