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[Clothing Plugin] Static Clothing

Plugins + Scripts [Clothing Plugin] Static Clothing

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Hi, thanks for the great plugin.
I am wondering if it possible to make a shoe cloth deformed into highheel state in vam, loading this plugin but keeping the deformed state? Need your help
 
This is really excellent, though I had the idea to try and "convert" some Daz eyebrows utilizing this.
(Because, when importing something like eyebrows, they will heavily distort within VaM, even at thickness 0, and smooth iterations 0.).

At first it seems to work excellent, the eyebrows their shape are EXACTLY what they should be after staticclothing is applied.

The issue however, comes into play when facial expression morphs are applied.
For example, if a morph would raise the eyebrows into a "surprise" expression, the staticclothing does not move together with the actual face verts, it remains, well, static.


This brings me to the question, what it specifically is that transforms the "clothing" item into it's undeformed state, is it the complete removal of any vert attachement?
Because what i essentially would wish for was the ability to have a clothing import to visually appear "static" but still be able to behave as if it was "wrapped" to verts.
(I guess, kind of a re-rewrap, where first we force the clothing into it's "true" static baseform, and only then attach verts without deforming the baseform)
 
This is really excellent, though I had the idea to try and "convert" some Daz eyebrows utilizing this.
(Because, when importing something like eyebrows, they will heavily distort within VaM, even at thickness 0, and smooth iterations 0.).

At first it seems to work excellent, the eyebrows their shape are EXACTLY what they should be after staticclothing is applied.

The issue however, comes into play when facial expression morphs are applied.
For example, if a morph would raise the eyebrows into a "surprise" expression, the staticclothing does not move together with the actual face verts, it remains, well, static.


This brings me to the question, what it specifically is that transforms the "clothing" item into it's undeformed state, is it the complete removal of any vert attachement?
Because what i essentially would wish for was the ability to have a clothing import to visually appear "static" but still be able to behave as if it was "wrapped" to verts.
(I guess, kind of a re-rewrap, where first we force the clothing into it's "true" static baseform, and only then attach verts without deforming the baseform)
That's just not how this plugin works. This plugin links the static clothing to Bones. What you want to do is linking to a Vertex. There is a plugin that does the static clothing effect with vertex linking but it's not this plugin.

Its @regguise's Static Clothing Ampliated. There is a bit of a learning curve there, and you'll like have to do some major adjustments to the offsets to have the brows properly placed on the face. You'll also likely have to make the brows into separate clothing for the left and right eyebrows, in order to link each brow to separate vertices, otherwise you wouldn't have your characters able to make expressions like this: 🤨

Make sure you read the usage instructions too, as picking the vertex is not intuitive(though easy to do once you know how it works)

one other thing, if you're planning on using vertex linking for eyebrows: you're probably going to have to make some custom morphs for the expressions you want. I'm not sure how well the movements of a single vertex in your average expression morph would translate into the movements of an eyebrow linked to that vertex specifically.
 
That's just not how this plugin works. This plugin links the static clothing to Bones. What you want to do is linking to a Vertex. There is a plugin that does the static clothing effect with vertex linking but it's not this plugin.

Its @regguise's Static Clothing Ampliated. There is a bit of a learning curve there, and you'll like have to do some major adjustments to the offsets to have the brows properly placed on the face. You'll also likely have to make the brows into separate clothing for the left and right eyebrows, in order to link each brow to separate vertices, otherwise you wouldn't have your characters able to make expressions like this: 🤨

Make sure you read the usage instructions too, as picking the vertex is not intuitive(though easy to do once you know how it works)

one other thing, if you're planning on using vertex linking for eyebrows: you're probably going to have to make some custom morphs for the expressions you want. I'm not sure how well the movements of a single vertex in your average expression morph would translate into the movements of an eyebrow linked to that vertex specifically.

I looked a bit more into it, and it appears this "static clothing" aproach is simply limited single parent attachement, which will virtually always result in it not being able to dynamically move together with expression morphs.
It's a shame because "visually" it still looks the best.

The core issue I had was/is the pure deformation the eyebrows undertake during import into VaM, after playing around with the ReWrapper/ClothingEditor plugins a bit I managed to get to an acceptable visual state while still retaining full expression link.
The "deformation" seems to solely come from the fact that each and every single vert on the eyebrows object itself not always wraps itself to the correct facial vert, which in turn depending on which vert heavily distorts the shape.
The issue can be mitigated with the ReWrapper/ClothingEditor plugins, but... problematic areas will always remain when inspected up close.

A key thing for Daz eyebrows for me was after the ReWrap, set the material thickness to 0.00005 (which vam will display as 0.0001, but in reality 0.00005 is applied) rather then 0
 
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