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SickleYield — Rigidity Maps
Published: 2013-08-20 01:50:22 +0000 UTC; Views: 13737; Favourites: 10; Downloads: 0
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They can be surprisingly useful, but not in the way you would intuitively expect.  Herewith is another technical post, so feel free to skip it if you're not interested in content creation for latter versions of DAZ Studio.

What rigidity actually does is affect the degree to which generated FBMs affect a clothing mesh.  The DAZ documentation is here: docs.daz3d.com/doku.php/public…

I find this a bit puzzling inasmuch as what it suggests rigidity be used for - the center ring on a bikini, buttons, buckles, clasps - is exactly what I've found it hardest to get good results with using the feature.

The issue is that for smooth and continuous deformation, the rigidity group needs a good set of reference faces around it, and it seems to need them to be continuous with the "rigid" verts.  So something fully discontinuous, like a discreet submesh (as most buttons and buckles must be) is going to work poorly.

What I've found it more useful for is in creating a basis for FBMs.  So if you create a rigidity map, then dial in a generated morph, then export that as an obj, you can get a much better morph basis than starting from just the generated version.  Custom FBMs override the effects of a rigidity map, so this is not for nothing. 

What I'm experimenting with now with regard to this is threefold:

1. The area between and just under the breasts, to prevent unwanted creasing (in those items where creasing is unwanted; I'm well aware some people like, and want, the cling effect, but I generally do not). 
2.  Lower portions of long tunics or skirts, perennially creased and distorted on larger or more greatly deformed morphs (no skirt will EVER look right on a generated BodyBuilder morph, for instance).
3.  Outliers of a mesh that are significantly away from the body, like dangling sleeves on a gown, long tails or trains, etc.  This saves a lot of trouble trying to un-distort these when making a "real" FBM of a generated one.

Other uses for the feature may unfold as I explore it in more detail.  One never quite knows, which is one of the delights of getting into a program like DAZ Studio.

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Comments: 10

GenuineGenyun [2013-08-21 22:06:29 +0000 UTC]

Initially I thought it was rigidity maps for dynamic cloth, which made me thing they were releasing content creation tools for the dynamics plugin.


I am dissapoint.

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SickleYield In reply to GenuineGenyun [2013-08-21 22:16:57 +0000 UTC]

I wish.

That won't happen until we have a non-Optitex dynamic solution (owing to a copyright mess).

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GenuineGenyun In reply to SickleYield [2013-08-21 22:31:27 +0000 UTC]

So many promises broken. The dev tools were supposed to be released 'soon' after launch. How many years ago was that?


As much as I love what dynamics brought to the Daz table, the drape mechanics are pretty poor and the texture maps are horrendous to work with. 

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SickleYield In reply to GenuineGenyun [2013-08-21 23:14:33 +0000 UTC]

Agreed.  I find them very hard to use personally, although I've certainly seen other people get beautiful results with them.

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mustakettu85 [2013-08-21 15:54:13 +0000 UTC]

Oh, thanks a lot for this post. It feels better knowing that it was not just my own stupidity (I was after making a separate submesh rigid, too).

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SickleYield In reply to mustakettu85 [2013-08-21 18:47:46 +0000 UTC]

No problem!

Yeah, it really doesn't do well with that.

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Telperion-Studio [2013-08-20 16:08:13 +0000 UTC]

Thanks for the info and the link.
I didn't know that.  I think it's a bit tricky but it's good to know.
I love when you make these discoveries and shares with us! hehe

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vwrangler [2013-08-20 03:31:52 +0000 UTC]

That's actually kind of useful to know. At least now I have a better understanding why the breastplate and buckle on a particular set of armor lovingly follow every curve of a character's body. I knew it had something to do with rigidity maps that weren't doing what they were supposed to, but I didn't realize that it was that difficult to make them do it.

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SickleYield In reply to vwrangler [2013-08-20 04:36:57 +0000 UTC]

The other error that occasionally is made - I don't know if in that case or not - is that you can't just do the map in the weight map editor, you MUST assign the rigidity and reference group polygons in the polygon group editor (or it won't do a thing). 

So far in my fiddling it looks like whatever you do with the actual map, it will not extend past the edges of those manually assigned polys in its effects.

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Skiriki In reply to SickleYield [2013-08-20 05:54:39 +0000 UTC]

OHHHHH!


So THAT is why it never did squat!


Good to know!

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