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Tema: SimCloth 3 :: ayuda en castellano y ejemplos

  1. #16
    reconvertido Avatar de ikerCLoN
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    Re: SimCloth 3 :: ayuda en castellano y ejemplos

    Eso sí, las escenas de ejemplo son para MAX

  2. #17
    Administrador Avatar de SHAZAM
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    Re: SimCloth 3 :: ayuda en castellano y ejemplos

    Aquí tenéis la descripción de Simcloth en A:M

    Cita Iniciado por Will Pickering en los foros Hash Inc.
    A:M SimCloth

    SimCloth is a Polygon modifier. You need to apply that modifier to all the objects in the scene that take part in the cloth simulation. That includes not only the cloth objects themselves, but alos all collision objects.
    To add a new Polygon Modifier, right-clik on your object in the choreography, from the popup menú, choose Add Polygon modifier->SimCloth.

    SimCloth properties
    • Object type - this property lets you choose the role of the object in the simulation:
    • Deflector - deflectors are not affected by the SimCloth modifier, but they influence dynamic (cloth and rigid body) objects. SimCloth tries to keep all dynamic objects outside of any deflectors.
    • Cloth - cloth objects are flexible objects which can change their shape.
    • Rigid body - rigid body objects can't change their shape, only their position and orientation. Currently they are appróximated using a simple spring model.
    • Particle mass - this controls the mass of each particle in the object. This is taken in consideration only when two objects collide - the heavier object will push the lighter object aside.
    • Smooth result - this option allows you to smooth the result. Smoothing is done with a simple Loop subdivisión scheme.
    • Iterations - this is the number of smoothing iterations that will be applied to the object.
    Choreography properties
    The properties in this rollup are global for all SimCloth modifiers. Changing these in one modifier changes them for all other modifiers as well.
    • Simulation extent - controls the start and end frame of the simulation.
    • Active time segment - uses the active time segment.
    • Start frame - the starting simulation frame. This is ignored if Active time segment is on.
    • End frame - the end simulation frame. This is ignored if Active time segment is on.
    • Substeps - SimCloth divides a single frame in a number of intervals and computes the cloth position for each of these substeps. More substeps mean a more precise result.
    • Gravity - the strength of the gravitational force acting on the objects. Gravity values come from the scene settings. Which by default is the Y-axis.
    • Collision tolerance - the minimal distance that SimCloth will try to enforce between colliding objects. Smaller values mean that object will be kept closer to each other, but increase the chance of intersections.
    • Chek for intersections - when this is turned on, SimCloth will chek if any objects are interpenetrating at the end of each frame. If an intersection is found, SimCloth will double the number of frame substeps and will try to simulate the frame again.
    • Adaptive subdivs - this controls the maximum number of times the substeps can be doubled if an intersection is found.
    • Solver precision - controls the target precision for the non-linear conjugate gradient solver. Lower values mean a more precise, but slower, simulation. Values lower than 1.0 are preferable.
    Forces properties
    These properties control the behavior of the cloth objects. Note that all these values depend on the scale of your scene!
    • Stretch forces - these properties control the behavior of the cloth with regards to stretching.
    • Springs - selecting this option will cause SimCloth to create a simple spring force. Each elementary spring force acts on the two vértices at the ends of an edge.
    • Stiffness - the resistance of each spring to stretching.
    • Damping - the resistance of each spring to velocity difference of the two ends of the spring. Lower values will make cloth more "springy" and oscillating. Higher values will reduce oscillation.
    • Stretch/Shear - this force model is slower than the springs; however it tries to model more accurately the internal structure of woven clothes. It considers the cloth as made of perpendicular strings. Each elementary force acts on three vértices of a triangle.
    • Stretch - the resistance of the cloth to stretching in the "string" direction.
    • Shear - the resistance of the cloth to shearing (changing the angle between the two string directions).
    • Damping - resistance of the cloth to changes in velocity between the vértices of a triangle. Lower values will make cloth more "springy" and oscillating. Higher values will reduce oscillation.
    • Bend forces - these properties control the behavior of the cloth with regards to bending. An elementary bend force is based on closed (internal) object edges.
    • Enable bend forces - this turns bend forces on and off. Using bend forces produces a more realistic cloth.
    • Springs - this option will use simple springs for bend forces. While this option is fast, it does not model bending forces in a very realistic way.
    • Stiffness - the resistance of the cloth to bending.
    • Damping - the resistance of the cloth to changes in the bend configuration.
    • Face angle - this option will use a more realistic bend model, based on the angle between neighboring faces.
    • Stiffness - the resistance of the cloth to bending.
    • Damping - the resistance of the cloth to changes in the bend configuration.
    • Air drag - controls the effect of air on the cloth.
    • Amount - the effect of surrounding air. Lower values mean less effect. Higher values make the cloth appear denser and moving slower through the air.
    Collision properties
    • Self-collisions - this has effect only on cloth objects; enables/disables collisions between parts of the same object.
    • Friction - this controls the roughness of the cloth. Lower values will cause the cloth to slide over other objects.
    SimCloth Modifier on groups

    This can be used to assign different properties to groups within an object.
    To add a new Polygon Modifier to a group, turn on ‘show more than drivers’ next to the object’s shortcut in the choreography (in the Project Workspace), from the popup menú, choose Add Polygon modifier->SimCloth.
    • Add Group- right-clik on the newly created Polygon Modifier and choose ‘add group’ allows a group to be chosen from the Custom Group list box.
    • Group list - the list box contains all the groups.
    • Attached - this allows you to attach the control points of a group to another object or group. Turning this ON will mean the control points in the group or object will NOT be affected by the simulation, but will move based on the motion of the object.
    • Collisions - enables/disables collisions for the vértices in the group.
    • Self-collisions - enables/disables collisions for the vértices in the group.
    • Chek for intersections - enables/disables intersection checks for vértices in the group.
    • Scale - this controls the cloth scale for the vértices of the group relative to the original cloth position. You can animate this to "shrink" the cloth around a given object.
    SimCloth is created by Vladimir Koylazov (Vlado). Original source code was released as ‘Open Source’ (see opensourcelicense.txt) SimCloth was ported to Animation:Master by Bob Croucher at Hash, Inc.


    Adding a single SimCloth Modifier to an Object:

    Open TorusTutorial.prj

    Your Project Workspace and properties panels should be visible
    -Right-clik the sphere in the choreography window and choose Add Polygon modifier/SimCloth from the popup menu.
    In the SimCloth properties change the Object Type to ‘Deflector’. Leave all other properties at their default values.
    -Right-clik the cloth in the choreography window and choose Add Polygon modifier/SimCloth from the popup menu.
    In the SimCloth properties change ‘Subdivisions’ to 16, ‘Smooth Result’ to ON and in the ‘Forces’ property, change the stretch type to ‘springs’ Leave all other properties at their default values.
    - Right-clik the torus in the choreography window and choose Add Polygon modifier/SimCloth from the popup menu.
    In the SimCloth properties change the Object Type to ‘Deflector’. Leave all other properties at their default values.
    Now, right-clik in the choreography window, and choose Plug-ins/SimCloth Simulate.

    Adding múltiple SimCloth Modifiers to an Object using groups:

    Open FlagTutorial.prj

    Your Project Workspace and properties panels should be visible.
    -In the Project Workspace, find the shortcut to Flag in the choreography. Turn on ‘show more than drivers’ so you can access the Flags groups in the choreography. Expand the groups folder so you can see the groups.
    -Right-clik the cloth group and choose Add Polygon modifier/SimCloth from the popup menu.
    In the SimCloth properties change ‘Smooth Result’ to ON. Leave all other properties at their default values. Right-clik on the SimCloth modifier you just added and choose ‘Add Group’ from the popup menú. A new property will appear called ‘Custom Groups’. Expand this and set ‘attached’ as the Custom Group.
    - Right-clik the pole group and choose Add Polygon modifier/SimCloth from the popup menu.
    In the SimCloth properties change the Object Type to ‘Deflector’. Leave all other properties at their default values.
    -In the Objects folder, find the Flag model, expand it so you can see the groups, find the ‘attached’ group in properties, set Plug-in Properties/SimCloth/Attached to ON.
    Now, right-clik in the choreography window, and choose Plug-ins/SimCloth Simulate.


    Feel free to experiment by changing settings and re-simulating!

    **(correct projects should be flagtutorial.prj and torustutorial.prj)
    ** corrected gravity property description

    Here is another project: DianeDress.prj
    Obtén enseñanza tradicional en arte y cine. Los ordenadores solo son herramientas. Ellos no pueden tomar decisiones creativas, y solo pueden crear trabajos tan buenos como tus conocimientos y tu experiencia les permita.
    Victor Navone


    Ser "animador" es un regalo que te ganas y un honor que deben adjudicarte los otros.
    Chuck Jones


    La tecnología no hace las películas, la gente las hace. No eres un animador sólo porque puedas mover un objeto del punto A al punto B. Eres alguien quien le da vida a un personaje, que es algo que el software y la tecnología no puede dar.
    John Lasseter

  3. #18
    reconvertido Avatar de ikerCLoN
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    Re: SimCloth 3 :: ayuda en castellano y ejemplos

    Después de revisarlo, la traducción de la versión de MAX vale perfectamente para la de A:M

  4. #19
    Administrador Avatar de SHAZAM
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    Re: SimCloth 3 :: ayuda en castellano y ejemplos

    Jejeje, por eso lo puse, me percaté de ello cuando ví tu traducción. Me recordaba "algo"
    Obtén enseñanza tradicional en arte y cine. Los ordenadores solo son herramientas. Ellos no pueden tomar decisiones creativas, y solo pueden crear trabajos tan buenos como tus conocimientos y tu experiencia les permita.
    Victor Navone


    Ser "animador" es un regalo que te ganas y un honor que deben adjudicarte los otros.
    Chuck Jones


    La tecnología no hace las películas, la gente las hace. No eres un animador sólo porque puedas mover un objeto del punto A al punto B. Eres alguien quien le da vida a un personaje, que es algo que el software y la tecnología no puede dar.
    John Lasseter

  5. #20
    Tresmiltornillero Avatar de Leander
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    Oct 2004
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    Zaragoza (ESPAÑA)
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    10,969

    Re: SimCloth 3 :: ayuda en castellano y ejemplos

    Okay, menos mal...

  6. #21
    Miembro Avatar de izzymakino
    Fecha de ingreso
    May 2004
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    55

    Re: SimCloth 3 :: ayuda en castellano y ejemplos

    perfecto maestro.... somos aun unos padawaans a tu lado jejejejje xD

    quedo perfecta la traduccion... solventa algunas cosas más facilmente...

    un saludo

    PD. tengo el Acrobat Pro por si sirve oO

  7. #22
    Miembro Nuevo
    Fecha de ingreso
    Oct 2008
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    3

    Re: SimCloth 3 :: ayuda en castellano y ejemplos

    en verdad muchas gracias

  8. #23
    Miembro Nuevo
    Fecha de ingreso
    Jun 2005
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    2

    Respuesta: SimCloth 3 :: ayuda en castellano y ejemplos

    Gracias muy útil

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