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stubborn mesh - trying to loop webbing through a obj avatar

评论

  • CLO Designers

    Hi parsonprof

    -For the mesh one thing you may find helpful is to change the mesh of the strap from Triangle to Quad. This can be found at the very bottom of the Property Editor under Misc. for the Strap pattern piece.

    -You can also lower the Collision of the strap from the default 2.5 to 1.5 which will help 

    -Using the select mesh Box tool should also be helpful as you noted above. But since the Buckle is "blocking" part of the strap from being fully selected we recommend a two step process. First select the Mesh in the 3D window with the Select Mesh Box tool with the buckle places directly in front. Most likely the area you need is not NOT selected. But you will be able to see the specific area you need unselected in the 2D window. Now take the Select Mesh Box Tool and select that small are in 2D. You can now go back to 3D and with a single regular click select the desired mesh you want to pull/loop. This can be done with Simulation on or off and is up to you on which you feel more comfortable with. 

    We hope this helps!

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  • parsonprof

    Thanks for the help. I'll change the mesh and lower the collision and get back on the progress. I've used the 3D to 2D mesh select option in your suggestion above. It's works great. Appreciate the help and speedy reply! 

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  • CLO Designers

    You are very welcome!

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  • parsonprof

    Hi, CLO team - Hope all is well! 

    Ugh..I've taken your above advice. The mesh was easier to manipulate - thank you! And lowered the collision thickness (to 2.5 all the way to .5) Unfortunately, the strap keeps popping out. I've spent 2.25 hours gently manipulating and trying different strategies to resolve this. I've also tried to tack the strap to the trim/avatar without success. Also, I've folded the webbing and reduced the fold strength and angle to 0 to make it a smooth fold - Again, it just popped out when simulated. Kindly see attached photos and please lmk if you can think of another angle or way o doing this? Just curious - Why is this such a difficult task to achieve? It would be great to loose ourselves in the program and get into flow states vs trying to solve, what, from a design and construction perspective, should be rather simple. I take full responsibility that I may be doing something wrong. However, puzzled how this is so compliated. Thanks for the support. Greatly appreciated! 

     

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  • US Designer Support

    Hi parsonprof

    Did you also lower the collision of the buckle? What a lot of us do since Buckles can be tricky is to also add a few pins the the strap to hold the mesh in place.

     

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  • parsonprof

    I did. Thanks for checking that detail. Perhaps I may need to practice more, but the webbing sways when simulated - even when pinned. It may look good for 1 or 2 simulations, but it shifts after other work is being done in CLO. I'll keep playing with and let you know any success. 

    Onto another issue. I hope you can help here too... I fitted this sock to the same avatar. Opened it into another project and positioned them onto the avatar under the sandal. I adjusted the mesh a bit on the socks as some it was atop of the sandal. However, when simulating...it grows over the sandal - see attached.  I've adjusted collision on the socks as well as skin offset and kinetic friction on the avatar. Nothing is stopping it from puffing over the sock. Any suggestion are greatly appreciated! Thank you.

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  • jimsimon

    parsonprof What about the Particle Distance? I am not seeing any reference to lowering the PD to 3-5mm. This is very important. Getting straps through mesh like you are doing here IS quite challenging.

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  • CLO Designers

    parsonprof.

    I am guessing that the sandals are registered like other shoes in CLO, correct? For any type of registered shoe it becomes "part" of the avatar. So the socks when simulated think that they are inside of the avatar. The same thing would happen if you had sneakers and added socks or heels and added tights. 

    Currently the only work around currently would be to freeze/deactivate the sock in place before adding the sandal. That way it will not pop out.

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  • jimsimon

    parsonprof I would recommend registering the sock WITH the sandal. Otherwise, if you try to use the sock it will not stay inside.

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  • parsonprof

    Hi, Everyone - Thanks for these suggestions. I'll register the socks and sandals together. This will be new for me, so thanks for the challenge. Yes, the sandals are registered - I picked them up from CLO Connect yesterday. I believe I had changed the PD on the buckle and webbing?! I've tried so many solutions...I'll give it a whirl and get back with updates and possible new questions. Thanks you all for your time. 

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  • parsonprof

    duplicate mesh names are preventing registration. How do we change a mesh name? Also, deleting the avatar deletes the sandals. I hide and deactivated the main avatar to achieve below, yet on the duplicate mesh issue the eye lashes and teeth meshes were present on the " cannot register due to duplicate meshes". I also hide the socks to make sure the avatar's feet were gone. Deleting the avatar and trying to add the sandals didn't work ether - no avatar found. I'll keep working on solutions. Appreciate the help.

     

     

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  • jimsimon

    parsonprof No problem. Here is an example of shoes & socks registered together.

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  • parsonprof

    looks great. but I'm having issues. Can you advise on a process or with the specific issue I'm having? Appreciate it!

     

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  • CLO Designers

    We have a video on our Youtube about registering shoes HERE. You will need a secondary software called Blender to rename the shoe mesh

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  • jimsimon

    parsonprof You need to change the name of the L & R shoes in Blender [or another 3d software] as is shown in this video.https://youtu.be/ldSKNtMIOpY 

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  • parsonprof

    jimsimon CLO Designers Thanks for the advices. It was a challenging process, but I got it! I'll post the process so everyone can learn too. It wound up being a combo of the high heel transparent layer techniques and flat shoe steps. The Avatar had to be exported (without rig) then deleted in Blender.

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  • jimsimon

    parsonprof Well done!

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