technonaturalist

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cloth dynamics

October ProgBlog #4: "I just wanted a nice render..."

Late progblog is late again but that’s nothing new. This time was an interesting combination of I had to go in to work early and completely forgot to start (I’ll usually make a start on writing in the morning, pick at it throughout the day and then finish up at night when I get back from work and do super basic if any edits) and then because I’m really close, figured I’ll just get a render done to use as a cover image because I’ve been doing my usual doing a lot but nothing to show for it thing.

To some value of working

Please excuse the slight headache that is the abrupt camera movement towards the end (and maybe don’t watch it if you get motion sick easily ^_^;), I only half-arsed fixed a lot of things after changing the framerate from 24 to 60. There are so many things I need to fix. Including I forgot to turn the arm socks collection back on (I could have sworn I had) but I’m not rerendering this just for that, so you can instead see why she usually wears arm socks. And just not bothering with the hair collisions after a while because this was supposed to be a thing to work out clothes rigging. If this was an actual thing I would have obsessed over it a lot longer.

May ProgBlog #3: Blender 2.8 notes - cloth sim

Progblog is actually late because I decided to combine it with a Blender notes and it took the better part of forever x_x

Make a collider. Some people do it by decimating a copy of the character. I made one by my old Blender retopo method of edge modelling with mirror and shrinkwrap modifiers (which took way, way, way longer than it should have because I kept stopping, procrastinating and whining all the way through it, much like my children with the much hated bookwork) and remembered why I bought 3d Coat. I did that rather than decimating so the collider would have no facial features aside from hints of eye sockets and a nose bump, and no digits, so it could be super low poly and the right shape (this one is not really super low as the head and hands are a bit dense).

May ProgBlog #1: nothing to see here folks

Not a lot has changed since last week. I did some experiments with the hair, trying to get some better (or any in the case of some child hairs which I suspect from reading around don’t acknowledge physics anyway) collisions with the goggle strap. None of them were successful, so I complained to my little artbees that I would just have to wait til Blender dropped its hair update. Then @rainite (who keeps on top of these things unlike some fyns who shall remain nameless) sent a link that indicated that the physics update (which includes hair) will be along later this month so I’ll worry about it then (and hopefully will have this one out of the way and be onto the next thing by the time it drops so I can play with it in the next one) and just get it baked (I’m getting stymied by having to manually step through -120 to 0 before I can hit space and do other things while it steps itself through and hopefully doesn’t crash, but I’m now saving the cache to disk as I think it crashed last time).

April ProgBlog #4: so near and yet so far

With money being an annoying thing, I’ve moved all of my websites to a local server (that’s sitting on my desk, it’s tiny and adorable), which means it will probably be a bit slower for everyone (though Sprat reckons it’s not too bad and the internet isn’t the greatest on Christmas Island). I also finally got colorbox working with help from a module that extends CKEditor’s link plugin giving it some “advanced” options like the ability to add classes, so you, dear reader, will now be able to click on images to make them much moar biggerer (assuming of course I remember to actually do the extra step to make them so ^_^;). Unfortunately it doesn’t work retroactively so it will only be posts from this one onward.

April ProgBlog #1

Guess I better blog the prog even though I don’t feel like there’s a lot of it ^_^;

After naffing about yet again with various configurations of bones and lattices and constantly stressing about how I want the bloody end result to look (including whether or not I wanted loose hair to be combed and only wind affected or soft bodied like styled hair will have to be and “have to” is loose because I currently only know one way of styling hair in a fashion I can control), I tried cloth dynamics again with a much higher density and slightly more squarish mesh (and also fixed the mess the pants mesh was, I didn’t realise it had borked badly as I usually look at things like how the screenshots are and without the wireframe lines) and it’s kind of working now.