Problems with pockets

  • Rosemary Comment actions Permalink

    Are you using an imported avatar?  What is the Height Measurement of that avatar?

    If an imported avatar is too small for the real-world scale that MD uses, then the default cloth properties, the cloth/avatar interactions, as well as the relative poly size, will cause issues.

    (The reason that I suspect this is the root of your problem derives from the visual cues in the first image:  the indicated size of the polys' edges and where they create edge creases, as well as the spacing of the sewing connections. ) 

  • Tim Smith Comment actions Permalink

    An imported avatar, yes. It's around 180cm. This is what it looks like with the Arrangement Points:

  • Tim Smith Comment actions Permalink

    Okay, I've been doing some tweaking and refining with the stitching, but I think the issue with the interior was down to the simulation method. I usually use GPU rendering, but the Default renderer seems to do a better job when the interior goes behind the fabric based on layer order. :)

  • Angel Angel Comment actions Permalink

    When you do general assembly simulation use the GPU, BUT when you get to the stage of finishing the drafting edits, switch to the CPU simulation mode as the algorithm is much better and gives a more predictable result for the constraints in the sewing or pattern layer order. Also ensure you have all sewing, and sewing angles and strengths double checked as these can contribute to poor simulation results if made out of scope. eg: wrong sewing angle at a critical pattern junction.

     

     

    MD is very good at simulation under CPU >when< the right constraints are placed onto the pattern edges at seam joints, and often if you are new to the application you need to pay particular attention to these constraints until the settings become familiar.

     

    NOTE: Use layer order to get your patterns to simulate into the correct order for assembly BUT after that initial simulation where they sit in the correct order (eg: layers) you need to then stop the simulation and change all the layers for patterns back to layer '0'. This might seem counter intuitive but it is recommended in the manual to prevent the algorithm from continuously processing these areas .... which can lead to a chaotic unstable simulation building up unexpectedly immediately after your nice stable layered simulation.

  • Rosemary Comment actions Permalink

    Yes: what Angel has said.

    GPU is fast, but inaccurate.  CPU is accurate but slow.  You need to balance which of the two get used, and when, for the best results.  I tend to use GPU at the beginning, for large amounts of cloth that need a quick, rough positioning aid.  Then go to CPU for the small, detailed, and nitpicky stuff.

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