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Problem with cloth in XSI
Posted: Mon Sep 08, 2008 1:28 pm
by DarthD.U.C.K.
this shouldnt be a bump since its ontopic and not yet discussed
first a NOTE:You can only selct the fixed points of cloth, if it is directly under the SceneRoot.
and now to my problem:
i use the shipped cape of dooku and i have to select one section of points too much to get the cloth working,
if i dont select these particular points/vertexes, the cloth will look ingame as if the edges are disconnected at this section.
Re: cloth in xsi? how??
Posted: Mon Sep 08, 2008 2:57 pm
by AceMastermind
DarthD.U.C.K. wrote:first a NOTE:You can only selct the fixed points of cloth, if it is directly under the SceneRoot.
Not sure what you're saying, but that shouldn't even be an issue since everything in your scene is already under the
SceneRoot by default. You select your fixed points after clicking on "
Select Fixed Points" in the
Create Cloth window, it doesn't matter where your cloth object is, I have no idea why you're having trouble with this simple process.
DarthD.U.C.K. wrote:and now to my problem:
i use the shipped cape of dooku and i have to select one section of points too much to get the cloth working,
if i dont select these particular points/vertexes, the cloth will look ingame as if the edges are disconnected at this section.
So what's the problem? Just select whatever points you need for the fixed points.
It's all covered in the tutorial, it provides a basic example but it's up to you to make decisions as to which parts to modify to meet your own needs.
How about showing us a screenshot from ingame or from your scene showing the fixed point cluster?
Re: Cloth in XSI? How??
Posted: Wed Sep 10, 2008 10:02 am
by DarthD.U.C.K.
im not as dumb as you may think
first: in the scene of my cloth, i can only select the fixed points, if the clothobject
has no parent (=is directly under the sceneroot) but nevermind that, it only seems to happen in this particular scene.
(before i knew that i thought it would be important for others)
second: i read the tutorials but...
if i dont select these:
i get this:
you are right, it seems like a bump on second sight

Re: Cloth in XSI? How??
Posted: Wed Sep 10, 2008 4:02 pm
by AceMastermind
When you create your cloth you need to visualize how you want your cloth object to move and you need to make changes accordingly to meet your individual needs.
The tutorial explains the process for a simple cape that attaches to the collar therefore making the top row of points the fixed points for that particular cloth object.
It wouldn't be practical to write a tutorial for every cloth object variation imaginable, the cloaked Anakin in the assets is one example of where you would select more than the top rows of points on the cape, the cloak also includes a hood which covers his head and all of the points on the hood would fall into the fixed point cluster also.
Re: Cloth in XSI? How??
Posted: Thu Sep 11, 2008 9:03 am
by DarthD.U.C.K.
i dont need a tutorial, thats not my problem
on the screenshot, there is a HOLE in the cloth if i dont select THESE points as fixed,
thats my problem, the cloth works perfect, if i make THESE points fixed,
but only if i do otherwise i get the HOLES
i see no logical reason why this should happen, so i think this could be fixable
(yes, i reenveloped and objexported and reimported the cape, but nothing changes)
Re: Cloth in XSI? How??
Posted: Thu Sep 11, 2008 4:14 pm
by AceMastermind
You're right, there's no logical explanation for that problem unless there's something wrong with your initial setup.
Send me your scene and i'll take a look at it, otherwise i'm moving on...
Re: Problem with cloth in XSI
Posted: Fri Sep 12, 2008 9:39 am
by FragMe!
Which bones are you enveloping to?
Re: Problem with cloth in XSI
Posted: Fri Sep 12, 2008 3:02 pm
by DarthD.U.C.K.
clavicles, upperarms and ribcage (it shouldnt be an envelope problem, because i had about 10 differerent envelope settings before)
Re: Problem with cloth in XSI
Posted: Fri Sep 12, 2008 11:33 pm
by FragMe!
This may sound a little wierd but where do the "two" parts (I know there is no break in the mesh) of the cape sit in relation to the edge of the tga file UV wise.
The following are two pictures of the same kama, there is no split in the cape mesh in the back but there is in the front.
If it UV map it so the back of the kama is in the middle of the tga then all works fine, if I map it so the middle of the back is at the edges of the tga then I get this. It acts like the kama is split.
If I then make the points down the middle of the kama fixed I get this
That may be what is happening to you as well. It maybe just another wierdism of the game