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Problems with Cloth strips.

Posted: Mon Jun 06, 2011 8:16 pm
by MetalcoreRancor
Ok, so I've looked around on the forums and tried everything I could think of for the better half of 3 hours on this.
Hidden/Spoiler:
Image
My attempt at a mistborn cape ala the tutorial has led to a snag. The model exports fine. I follow every step. When it munges, the resulting file of vin.model is 7 kb large, it's req only including the texture of the modelled strips. When I don't follow the rules of the export, Visualmunge will crash but the resulting vin.model is exceptionally larger and shows signs of actually being the whole model at play. I've tried exporting with only one strip of cloth, same issue as following the rules of exporting on all the strips (11 total)

The picture shows just the strips of cloth, the model is there, the envelopes are done. I need help :(

(Also when I run the model ingame it crashes because it says the geometry doesn't exist, because only the cloth and bones have been exported, according to me opening the .model from the munged section.)

Re: Problems with Cloth strips.

Posted: Mon Jun 06, 2011 8:23 pm
by THEWULFMAN
I would like to note, you can have all of the cloth be 1 cloth model, rather than a dozen. There is no reason in this case to have multiple cloth pieces, just make them all 1 cloth piece, and they can still be in their strips and act the same. Besides, there is no proof you can have more than 3 ClothODF lines and still have them work. I am not wording this as well as someone experienced with XSI could, but I did my best.

This does not solve this problem, but does prevent a new one later on.

Re: Problems with Cloth strips.

Posted: Mon Jun 06, 2011 8:49 pm
by AceMastermind
If the model exports then what is the problem? Is it that the cloth physics don't work?
Is this a prop with cloth? (I'm guessing it is but I don't know for sure) Did you create a cloth ODF for each strip of cloth geometry displayed in your hierarchy? Why is 'polymsh' and 'sv_polymsh' hidden?

Re: Problems with Cloth strips.

Posted: Mon Jun 06, 2011 8:53 pm
by MetalcoreRancor
AceMastermind wrote:If the model exports then what is the problem?
It crashes when loading the game, the error: "missing Geometry Vin" as in the player model that the cloth belongs to.
AceMastermind wrote: Is it that the cloth physics don't work?
Cant get ingame to try
Is this a prop with cloth? (I'm guessing it is but I don't know for sure)
player model
Did you create a cloth ODF for each strip of cloth geometry displayed in your hierarchy?
Yes.
Why is 'polymsh' and 'sv_polymsh' hidden?
Thats what the tutorial told me to do. When I have polymsh shown, or sv, it will crash in munge.

Re: Problems with Cloth strips.

Posted: Mon Jun 06, 2011 9:01 pm
by AceMastermind
Can you get this player model ingame and playable without cloth? To rule out problems with the main geometry etc you should try that first.

Re: Problems with Cloth strips.

Posted: Mon Jun 06, 2011 9:06 pm
by MetalcoreRancor
Yes I can get it ingame fine without the strips. Just tested.

Re: Problems with Cloth strips.

Posted: Mon Jun 06, 2011 9:11 pm
by AceMastermind
Then you most likely have errors in your cloth setup. Setting up cloth is really easy despite the lengthy tutorial, set up a single strip and see if you can get that one working before taking on multiple.

Re: Problems with Cloth strips.

Posted: Mon Jun 06, 2011 9:24 pm
by MetalcoreRancor
Ok, the new cape model got through fine, but falls off the body XD

Another issue sure but at least I got it ingame. Ill take wulf's suggestion and seperate this one model into different strips, and attempt to weld it to the model.

Re: Problems with Cloth strips.

Posted: Mon Jun 06, 2011 9:38 pm
by FragMe!
Wouldn't make them separate meshes not necessary (see pic) it is one mesh yes it is not on a unit but the principle is the same. That and you only need 1 cloth odf and 1 reference to it in the units odf.

Image

As for falling off did you envelope the cloth to one of the bones on the skeleton (enveloped separately from the unit mesh) as well as doing the anchor points in the pandemic cloth creation pop up.

Re: Problems with Cloth strips.

Posted: Mon Jun 06, 2011 9:42 pm
by MetalcoreRancor
FragMe! wrote:Wouldn't make them separate meshes not necessary (see pic) it is one mesh yes it is not on a unit but the principle is the same. That and you only need 1 cloth odf and 1 reference to it in the units odf.
Hidden/Spoiler:
Image
As for falling off did you envelope the cloth to one of the bones on the skeleton (enveloped separately from the unit mesh) as well as doing the anchor points in the pandemic cloth creation pop up.
My new cloak is being worked on with a similiar thing your flag pole is doing, good to see it works. By anchor points do you mean fixing points?

Re: Problems with Cloth strips.

Posted: Mon Jun 06, 2011 9:47 pm
by FragMe!
Yes Fixed Points

Click the Select Fixed Points button in the cloth creation pop up and choose the ones you don't want to move. For a cape normally the top row.

Re: Problems with Cloth strips.

Posted: Mon Jun 06, 2011 10:07 pm
by MetalcoreRancor
Thanks everyone for the help, it's shaping up bettter by actually staying on the unit and not crashing the game! (solved!)

Re: Problems with Cloth strips.

Posted: Mon Jun 06, 2011 10:23 pm
by AceMastermind
Just so you know, the way you were originally trying to set it up as multiple cloth objects will work fine when set up properly and a benefit to that is you can customize the properties for the individual cloth objects to react differently from one another ingame.

Re: Problems with Cloth strips.

Posted: Tue Jun 07, 2011 2:35 pm
by FragMe!
Another cool thing to do if you don't wan't gaps between your strips, as seen in the picture I posted is leave it as on mesh but when you go to UV it make a gap between the strips there.
So take a column of the mesh, separate it just enough so that it doesn't touch the column next to it for all the strips.

Reason for this (and was mentioned in the FAQ) is thing that aren't connected in the UV map will split on the cloth so just by doing what is mentioned above you have a nice set of strips that are together goemetry wise.