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Exporting animation with PUCKERING and TOPSTITCH

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  • timphillips

    Resurrecting this one, did you ever find a way to export the puckering? I can export the topstitch by just converting the type from OBJ to Texture, but can't find a similar option for the puckering?

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  • ottoline

    This is not possible as part of the Point Cache 2 datafile.

    However when you save out the base .obect file model that the animation Point Cache 2 datafile relates too you can use the baked texture maps and reapply those for the baked normal (pucker and weave and pattern seam edge normal) relative to the pattern pieces. You can also bake the stitching onto the diffuse map and export as part of the UDIM (see the UV workspace in CLO3D). What you would NEVER do is export the stitching as a 3D model as that is a huge datafile, and then animate it - that would be inefficient andnot yield a quality result that you can control at the texture map level > this is why you bake these details into your texture maps and then load them as a material shader in your base 3D object model that is then animated by applying the vertex cache data onto that base model. That is a crucial technical point you need to understand before you decide on workflow. Stitching, seam edges, and pucker should all be baked down onto the garment texture maps and a thin mesh welded grament model exported, along with the animated Point Cache 2 datafile. That is the workflow.

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  • timphillips

    Hi Ottoline,

    Thanks for getting back to me! I've tried the workflow you outline, but unfortunately it doesn't export the stitching decals so I'm having to export them as geometry. Like you say this isn't ideal, am I missing something here?

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  • timphillips

    Also, I notice that when I export diffuse and normal maps, the normal detail from my texture (denim) isn't exported, only the puckering detail is baked into the normal map. I'm using a Substance file.

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