Glasses/Piercings - Vertex Groups

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Glasses/Piercings - Vertex Groups

Postby EWS » Fri Dec 15, 2017 9:46 pm

Hello everyone. I'm new to the whole Make Human community. I found out about it about a week ago and made some things with MakeClothes.
I was working on piercings and glasses and found out that they will stretch and distort when I change the sliders.
For example with this one:
http://www.makehumancommunity.org/cloth ... asses.html

I tried to add some vertex groups or a single vertix point, but everything I try will only make it look worse. The shape should stay the same, but might be able to stretch a little bit if the face is wider.
I was wondering what type of vertex group settings I should use to prevent the distortion from happening. Sorry if this has been asked before or is too similar to previous topics.

Thanks in advance.
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Re: Glasses/Piercings - Vertex Groups

Postby Aranuvir » Fri Dec 15, 2017 10:07 pm

You can use "stiff" vertex groups. On the glasses (or clothes) side put all vertices, that should remain stiff, so in your case all vertices of the glasses in a group starting with *, e.g. *glasses. On the Human select exactly 3 vertices for the corresponding stiff group and name them similar, e.g. *glasses. Best one on the nose and one on each ear. (Hope it is visible on the screenshot)

glasses.jpg
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Re: Glasses/Piercings - Vertex Groups

Postby EWS » Sat Dec 16, 2017 1:49 am

Thank you. I got it working nicely now. :)
What is the reason behind having to pick exactly 3 vertexes?
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Re: Glasses/Piercings - Vertex Groups

Postby loki1950 » Sat Dec 16, 2017 4:16 am

The 3 vertices show where and how the clothing/proxy are pinned to the base mesh so is maintains proportions as the mesh is morphed by the sliders.

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Re: Glasses/Piercings - Vertex Groups

Postby RobBaer » Sat Dec 16, 2017 2:23 pm

EWS wrote:Thank you. I got it working nicely now. :)
What is the reason behind having to pick exactly 3 vertexes?

I think the answer is that 3 vertices always lie on/define a plane, but I could be wrong about this reasoning.
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Re: Glasses/Piercings - Vertex Groups

Postby MargaretToigo » Sat Dec 16, 2017 4:41 pm

Because items defined with *rigid groups only scale and do not deform, at least three points of reference are needed to tell the item how to scale in relation to the x, y and z axes.
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Re: Glasses/Piercings - Vertex Groups

Postby punkduck » Sat Dec 16, 2017 6:44 pm

RobBaer wrote:
EWS wrote:Thank you. I got it working nicely now. :)
What is the reason behind having to pick exactly 3 vertexes?

I think the answer is that 3 vertices always lie on/define a plane, but I could be wrong about this reasoning.


Hmm, the vertices must also define the boundary of a cuboid, I guess. Because it seems not to work, when all coordinates have the same x, y or z value. I had this problem sometimes in Blender, because I'm using the method very often, especially for buttons and buckles. My vertices were not placed on a straight line.

If this happens, try a neighbouring vertex.
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Re: Glasses/Piercings - Vertex Groups

Postby wolgade » Sat Dec 16, 2017 10:58 pm

RobBaer wrote:I think the answer is that 3 vertices always lie on/define a plane, but I could be wrong about this reasoning.

Just remembered the stuff I learned in school more than thirty years ago. Three vectors define a plane if these vectors are linearly independent.
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Re: Glasses/Piercings - Vertex Groups

Postby loki1950 » Sat Dec 16, 2017 11:44 pm

But vertexes are not vectors as vectors have direction and magnitude added to position.Reminds me of the confusion between speed and velocity in kinematics all because most languages are challenged when describing spacial relationships and moment within that space which is why analytical geometry was invented :shock:

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Re: Glasses/Piercings - Vertex Groups

Postby wolgade » Sun Dec 17, 2017 12:46 pm

wolgade wrote:
RobBaer wrote:I think the answer is that 3 vertices always lie on/define a plane, but I could be wrong about this reasoning.

Just remembered the stuff I learned in school more than thirty years ago. Three vectors define a plane if these vectors are linearly independent.

This sentence from me is nonsense. I meant something different: I was refering to RobBaer's three vertices. They don't define a plane in any case. My "three vectors" were meant to be the vectors pointing from the origin to the vertices.
1.png

These vectors have to be linearly independent for the vertices to define a plane. Otherwise the vertices would lie on a straight line.
Last edited by wolgade on Sun Dec 17, 2017 11:44 pm, edited 1 time in total.
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