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Help  Holes in the mesh corners when using proxies
#5
(11-06-2018, 11:26 AM)Sewy24 Wrote: Hello Josemendez,

any info about the holes caused by the simulation?

Thanks

Hi there,

I took a look at your skinmap, the problem is that you're using only 1 skin channel for the whole thing.

Automatic skinning is performed by a combination of normal orientation and proximity. Target vertices are skinned to the closest source triangle that has opposite orientation, but this is not always the one you'd expect. In particular, symmetric meshes often have vertices in one side that accidentally bind to vertices on the opposite side.

This is why skin channels exist: they let you specify which parts of the target mesh should bind to certain parts of the source mesh, and mask out the rest. For instance, target vertices in channel 0 will only bind to source vertices in channel 0. In general, if a vertex exists in multiple channels it will bind only to vertices that share at least 1 channel with it. This is explained here:
http://obi.virtualmethodstudio.com/tutor...cloth.html

In your case (and in the trenchcoat mesh case too) the easiest solution is to divide the skinmap in two channels: one for the left side of the mesh, and a second one for the right side. This ensures no vertex from one side binds to a vertex on the opposite side (which is what caused the "gap" in your mesh). Some screenies of the appropriate skinmap set up and the result:

Target:
[Image: 4q7aU0x.png]
[Image: KL0D0Ta.png]

Source:
[Image: cZSgKS8.png]
[Image: ftFU0tn.png]

Result:
[Image: J5LT1zw.png]
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Messages In This Thread
RE: Holes in the mesh corners when using proxies - by josemendez - 11-06-2018, 12:10 PM