Using Rex Tailor for Advanced Cloth Modifications
From RexWiki
The information on this page is specific to realXtend version 0.5. The avatar system is largely similar in the new Taiga/Naali architecture (http://wiki.realxtend.org/index.php/Main_Page), but this tutorial no longer applies.
Controls
Right mouse button = rotate view
Left mouse button = select vertices
Middle mouse button = pan view
Ctr, shift or Alt + Right mouse button = pan view
Mouse wheel = zoom in / out
Shift + Left mouse button = add to selection
Ctrl + Right mouse button = remove from selection
Removing avatar clipping issues from attachments
- Open the avatar mesh that the attachment is meant for.
- Attachments should be per avatar (similar avatars also work)
- Open attachment tools.
- Load the attachment. All attachments are in the media/models/attachments folder.
- You should see the avatar mesh on the screen. It might not be on the center of the screen. Hold middle mouse button to pan view around.
- The attachment should be shown as wireframe on top of the avatar mesh, attached to the first bone specified in the attachment file.
- From the avatar mesh, select all vertices that are covered by the attachment mesh and delete them.
- If you accidentally deleted wrong vertices, just select the vertex and undelete.
- Check the attachment periodically in the Viewer to see if there is any visible clipping left or if you accidentally deleted wrong vertices.
- When you are done, save the attachment either as completely new attachment, or on top of the old one.
Creating flowing clothes (for improved physics modelling)
- Load new cloth mesh. The mesh should be upright and properly sized.
- Select the vertices you want to have physically simulated and moving.
- Set Physics Enabled on those vertices.
- Select the vertices adjacent to the previously selected vertices, but which should not be moving.
- Enable physics and set Fixed on those vertices.
Testing:
- Click on 'Edit Mode' to switch modes.
- Click on the 'Force Ball' on the lower center of the screen to apply force to the cloth.
Gravity:
- Gravity is enabled to all vertices by default, but it's advisable to set gravity to 0 0 0.
- Set value other than zero to Static Rigidness if gravity is disabled.
Static Rigidness:
- Affects how well the cloth stays in it's original form (in the mesh shape).
- Values 1.0 - 6.0 are suitable.
To create light fabrics:
- Select all vertices
- Set rigidness multiplier value to 1.0-4.0, lower value for lighter fabrics
- You may need adjust Force Multiplier if the cloth goes out of shape when force is applied. Set lower values on vertices that are greatly affected by the force (tight contentrations of vertices). Set higher values on vertices not greatly affected by force (sparce areas).
To create heavy fabrics:
- Select all vertices
- Set rigidness multiplier value to 4.0-7.0 or higher, high values for heavier fabrics
- You may need adjust Force Multiplier if the cloth goes out of shape when force is applied. Set lower values on vertices that are greatly affected by the force (tight contentrations of vertices). Set higher values on vertices not greatly affected by force (sparce areas).
To add wind turbulence:
- Wind turbulence makes the cloth appear more live.
- Select all vertices.
- Check 'Fake wind flutter'.
- Adjust wind options based on how heavy the fabric is.
- Increase 'Wind force multiplier' to have the wind have greater effect when the cloth moves.
- Increase 'Wind amplitude' to increase wind stength.
If the cloth doesn't stay in shape:
- Add Physics iterations to 3-6. High values will greatly increase processor load so be careful.
- Adjust 'Force Multiplier' on small groups of vertices that get out of shape.
- After done, save cloth to the same folder as the mesh.
- Create new attachment with the attachment tool by loading the cloth file.
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