To be able to cover a tube frame with fabric
To be able to cover and glue a tube frame with fabric.
Hello, Thx for this awesome product!
My name is Alan Mattanó and I'm making a Soaring Simulator as realistic as possible. I wish to cover with fabric my old gliders 3D models. I'm using and testing Clo3D and MD, since there is no better software for this task.
There are a lot of products made with tube frames and in 3D, there is no editor that lets you cover these tube frames with fabric or making a skin that surrounds them. The tube frame can be made in steel, aluminium, wood etc. For example a seat, a car, an airplane steel fuselage, wood glider, or wing, a sail, A sailboat interior, a sculpture, sci-fi structure, a tent, etc...
I try using MD and Clo3D, working on sections for performance reasons.



But I fail to glue or impossible, for example, making the wing

Alan Mattanó 2020. I fail to cover the wing
It is not a problem of hardware: i5 9600k, 1080Ti, 100Mb ram, etc.
Missing:
- to be more smooth where is in contact with the surface. Why is it not following the surface underneath? ( in the latest screenshot pay attention to the contact zone. It is not smooth and regular as is the avatar mesh surface. A steam process that flats out the fabric surface in contact with the avatar.
- that the resolution of the mesh increase where the curvature is greater. A second more tessellated dense mesh can be following and interpolating between collider mesh triangles.
- That the quads follow the tubes. So that is a smoother outline. Actually, since triangles or quads are in a random position, the surface looks bumpy.
- Be able to glue, sew, sewing the fabric to the avatar. Actually I'm sewing using tacks to the avatar. There is a concave zone under the wing and impossible.I wish that the fabric could be glued up to the avatar by selecting a line not to the avatar and on to the fabric.
- To brake slowly the movements of the fabric vertex points when they are close, in proximity to the avatar collider. To slow down before colliding with the surface. So that the collision is made up and avoid penetration.
- Can Havok Physics implement into the engine to improve stability and penetration quality?
- If you are using sphere colliders or other for each vertex point, it can be interesting to visualize them into the editor for debugging, visual feedback and learn how they react one to each other.
I am looking forward to some of these features being implemented in MD as well. Wish you the best to the team.
Kind Regards AM
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