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Mentor | steffy 4:17 am Jun 23, 2009
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Post edited 4:28 am – Jun 23, 2009 by steffy
Hey everyone
I was playing around with the cloth modifier to make some objects, but can't seem to get it to work with primcomposer objects anymore, anyone else tried to use this modifier?
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Admin
| Shack Dougall 10:24 am Jun 23, 2009
posts 1154 |
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Hi Steffy,
What's happening when you try to use the cloth modifier? Are you getting error messages or just unexpected results?
The first thing that I would look at is the UV map. Some of the modifiers in 3ds Max will modify the UV map and break the sculptiness of it.
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Mentor | steffy 11:09 am Jun 23, 2009
posts 25 |
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yea.. sorry about that, should probably have added a little more information hehe.
if I use the cloth modifyer on a normal max object it works fine, but if I try to use the modifyer on a primcomposer object, lets say a Editable poly plane.
the object becomes unresponsive as soon as you hit simulate. and if you deselect simulate, then deselect the object and reselect it, simulate is active once again.
It worked when I was using max9 (not 2009) and primcomposer 1.1.4
but as I tried again a few days ago, on a new project that needed it, the thing above happened
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Member | Kitsune Shan Japan 1:44 am Jun 26, 2009
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Same here. The only way is making a shape by yourself (isnt hard make a plane and divide into 32 x 32 faces for example) and convert into edit poly.
More problematic can be making a sphere, but all other shapes are easy to do with 3ds max primitives.
Also you can export and import again to max using obj or 3ds file for example.
One mroe thing, the sculpt work perfectly, the only bad thing is that dont work the cloth modifier with an edit poly (prim composer shape) like an edit poly (3ds max shape)
Maybe others modifiers can have others problems, idk, i dont try it. but i think that is an interesting thing to see and investigate a little
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Guru | Amis 7:48 pm Jul 1, 2009
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Hello Steffy,
Better late than never :) Solution is to turn OFF Prim Composer's Size Limits before applying Cloth modifier. This will fix it.
Best regards and wishes
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Guest
| Bid 6:09 pm Jul 5, 2009
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Post edited 8:13 pm – Jul 5, 2009 by Bid
I was playing a little with the cloth modifier and was wondering if there was a way to get a composite sculptie to stay intact for this modifier. all the “pieces” come apart during the simulation. I've been poking at it for a while trying to figure out how to get it to all stick together as one piece, but if there is a way to do it, I'm missing it.
edit: I played a bit more and found in the "Group" sub-tool of CLoth, if I made a group and did a weld, it all behaves as one big cloth. YAY!
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Admin
| Shack Dougall 8:27 pm Jul 5, 2009
posts 1154 |
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Bid said:
edit: I played a bit more and found in the “Group” sub-tool of CLoth, if I made a group and did a weld, it all behaves as one big cloth. YAY!
Make sure that it exports to Second Life or OpenSim correctly. Welding could cause you problems.
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Guest
| Bid 9:27 pm Jul 5, 2009
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Post edited 10:31 pm – Jul 5, 2009 by Bid
I had a post here I thought was the right way to do it… I seem to get a different result each time. it does seem to involve a weld, but it's a weld within the cloth modifier, so it doesn't seem to adversly effect the output capabilities. it seems sometimes I make a group and the vets don't stick. like, f I select all the vets and make group, sometimes they go to that group, sometimes they don't. the first group I make, with all the verts selected almost never seem to hold. it seems most lf the time when I make a second group, all the selected verts DO get asigned to it. after that, I hit Weld on the group, and it then behaves as one piece of cloth. it runs fine through the export process, Maxport seems to like it and it looks as it should in SL.
I have no idea of this jumble of confusion is some kind of work-around for some kind of grouping issue in the cloth modifier, or if I'm simply doing something wrong. any tips would be helpful for streamlining this process
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Member | Kitsune Shan Japan 10:12 pm Jul 5, 2009
posts 14 |
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Good tip about deactivating size limits ;)
Thanks
Kitsune Shan
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Guru | Amis 8:24 am Jul 6, 2009
posts 201 |
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Post edited 8:25 am – Jul 6, 2009 by Amis
Hello Bid,
I don't know about your composite sculptie problem , but if you like check my tutorial about easy cutting big sculpty compatible mesh using UV as reference: http://amis.diinoweb.com/files…..%20cut.zip ( tutorials post in this forum)
So you can start with one big prim composer plane (or regular ) , subdivide it , apply cloth and than use this method to cut the final shape to X number of sculpties.
Hope this helps until you figure out how to do it with composite.
Best regards.
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Member | Kitsune Shan Japan 8:34 am Jul 6, 2009
posts 14 |
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Post edited 8:35 am – Jul 6, 2009 by Kitsune Shan
Yeah, i thinked the same.
Is really easy. Make a big shape (plane for example). Divide it in more than 32 x 32 faces for example multipliying by 4, 32 x 32 * 4= 128 x 128.
Then, export the sculpt as 256 x 256 and cut the image in photoshop in 64 x 64 pixels squares (4 squares ). And you finally get 4 sculpts ^^
Easy
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Guru | Amis 8:46 am Jul 6, 2009
posts 201 |
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Hello Kitsune,
I don't think Prim Composer can export ( for now ) sculpt image different than 64x64? no matter how dense is the mesh ( correct me if I'm wrong )?
Best regards
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Admin
| Shack Dougall 11:55 am Jul 6, 2009
posts 1154 |
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Post edited 12:07 pm – Jul 6, 2009 by Shack Dougall
Amis said
So you can start with one big prim composer plane (or regular ) , subdivide it , apply cloth and than use this method to cut the final shape to X number of sculpties.
Kitsune said
Is really easy. Make a big shape (plane for example). Divide it in more than 32 x 32 faces for example multipliying by 4, 32 x 32 * 4= 128 x 128.
Then, export the sculpt as 256 x 256 and cut the image in photoshop in 64 x 64 pixels squares (4 squares ). And you finally get 4 sculpts ^^
Easy
Amis said
I don't think Prim Composer can export ( for now ) sculpt image different than 64×64? no matter how dense is the mesh ( correct me if I'm wrong )?
Great ideas. Unfortunately, the problem is more complicated than it seems.
Amis, great tutorial and you are correct. Prim Composer will not export a sculptmap with greater than 64 x 64 pixels.
But there is a bigger problem with Kitsune's idea. If you export one big sculptmap and then cut it up into 4 smaller sculptmaps, then each of the smaller sculptmaps will use only a fraction of the full color range. As a result, the maximum size of these sculpties will be greatly reduced.
For example,
- create a plane with 64×64 faces
- create a 128×128 pixel sculptmap from it. You could use the original shader method that existed before Prim Composer to do this.
- Use photoshop to cut it into four 64×64 pixel sculptmaps.
- Upload the sculptmaps to SL and create sculpties from them. Position the sculpties to form the plane.
- Now, scale the prims as large as you can. I think you will find that no matter how many sculpties you use, the maximum size of the plane is still limited to 10m x 10m.
But it gets worse. Because each sculptmap is only using half of the colors in X and Y, the resolution of the sculpties in each dimension is also cut in half.
Thus, there is no benefit to using multiple sculpties using Kitsune's method. It can't make things that are bigger than 10m x 10m and it can't make things that have more resolution than a single sculptie.
The method shown in Amis' tutorial is much better, but it still won't give results as good as a composite sculptie. The edges of the sculpties won't line up perfectly because of rounding errors.
I think the best results would be obtained by using Amis' method to create a composite sculptie. Instead of dividing the mesh into 4 separate meshes, you could divide it into 4 sub-elements. I haven't tried it, but I think this would create a composite sculptie that Prim Composer could export.
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Guru | Amis 1:00 pm Jul 6, 2009
posts 201 |
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Post edited 1:55 pm – Jul 6, 2009 by Amis
Shack Dougall said:
I think the best results would be obtained by using Amis' method to create a composite sculptie. Instead of dividing the mesh into 4 separate meshes, you could divide it into 4 sub-elements. I haven't tried it, but I think this would create a composite sculptie that Prim Composer could export.
Great idea Shack! I've just tried it. It works better with detaching to element than to a object. There are still some overlapping , but it's tolerable. With detach to object , i receive very tiny gapses between prims , which i fix manually. For those who decide to use this:
- check the tutorial how to preserve selection-
- instead of detaching to object , use detach to element
- after your done with all elements , apply UVW Unwrap modifier again
a) check “select element”
b) Select each element of the UV and move it on exact same position with others , the must be aligned on top of each other perfectly.
c) select all and apply “Weld” tool from UVW Unwrap tool menu.
d) select all and apply “Pack UVs” tool.
e) End result must be standard sculpt UV with 1024 faces on Mat ID 8
- Use export
That's all.
Best regards
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Admin
| Shack Dougall 1:34 pm Jul 6, 2009
posts 1154 |
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Post edited 1:42 pm – Jul 6, 2009 by Shack Dougall
Amis said:
Great idea Shack! I've just tried it. It works better with detaching to element than to a object. There are still some overlapping , but it's tolerable. With detach to object , i receive very tiny gapses between prims , which i fix manually.
Great!
Sculpties weren't designed to do this, so any method is going to be less than perfect. But I worked hard to make the edges of composite sculpties line up as much as possible.
I've mentioned this in other places, but it is worth repeating. There is a preference called Fix Color Out of Bounds (in Prim Composer > Preferences > Export Preferences > Sculptmap Algorithms). Some composite sculpties export better with this turned off, whereas others look better with it turned on. If the composite edges don't touch, you might be able to fix it by changing this preference.
The other thing that I'd like to mention is that the sculptmaps in composite sculpties do get scaled proportionally to some extent. This is necessary to make the edges of the sculpties line up in Second Life. This means that the maximum size of a composite sculptie is less than it would be if you simply sliced it into individual sculpties. Also, the size limits code doesn't take this into account yet. So, if you scale a composite sculptie up to its maximum size in 3ds Max and then upload it to Second Life or OpenSim, then the sculpties will probably have large gaps between them. The workaround is to upload it to SL first and then scale it to its maximum size.
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Mentor | Naiman 11:13 am Aug 29, 2009
posts 87 |
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Amis said:
Post edited 1:55 pm – Jul 6, 2009 by Amis
Shack Dougall said:
I think the best results would be obtained by using Amis' method to create a composite sculptie. Instead of dividing the mesh into 4 separate meshes, you could divide it into 4 sub-elements. I haven't tried it, but I think this would create a composite sculptie that Prim Composer could export.
Great idea Shack! I've just tried it. It works better with detaching to element than to a object. There are still some overlapping , but it's tolerable. With detach to object , i receive very tiny gapses between prims , which i fix manually. For those who decide to use this:
- check the tutorial how to preserve selection-
- instead of detaching to object , use detach to element
- after your done with all elements , apply UVW Unwrap modifier again
a) check “select element”
b) Select each element of the UV and move it on exact same position with others , the must be aligned on top of each other perfectly.
c) select all and apply “Weld” tool from UVW Unwrap tool menu.
d) select all and apply “Pack UVs” tool.
e) End result must be standard sculpt UV with 1024 faces on Mat ID 8
- Use export
That's all.
Best regards
where is this tutorial ? the one to preserve selection I cant find and dunno where to look for it , can u post a precise detailed step by step tuto ? That would help :0 … thanks a lot
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Guru | Amis 12:54 pm Aug 29, 2009
posts 201 |
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Hello Naiman,
This is the tutorial , but in it i use detach to object. Shack gave idea to detach to element and explanation above is how to recreate composite sculptie compatible mesh.
http://amis.diinoweb.com/files…..%20cut.zip
Best regards
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