- ● Marvelous Designer Version (ex: 7.1.111) :12
- ● OS Type :Win64
- ● CPU :Threadripper 3970X
- ● Graphic Card :RTX 3090
Hi all- away we go on pillow issues ;-) Sort of.
Going to list out what I'm running into, what I've built, a bit of tried, and hopefully a ref pic that isn't too large.
I have an asset that is a series of pads (low, wide pillows) which are connected by straps, and that, when not having any pressure applied to them, behave like semi-soft pillows. With the straps etc and buttons as well, with a sheet connecting to the buttons and... you know, it's a pain to describe... please see the pic. ;-)
Right now I'm working on the pads/pillows while trying to think of an approach for the rest:
- with varying Pressure setting to try to get the bottoms to 'flatten put' compared to the top, they fly off of the bed. Even at the min difference in value (5 over 4 etc) No, it is not a Flipped Normals issue. The Pressure counteracts standard gravity? Any way to give that proper weight to the pads?
- I've added separate elements to account for what could be read as piping, but is not, to have a specific shape on each side where snaps are attached to then attach to a sheet beneath it (this sheet also anchors to a bed platform underneath, see the pic ay yi yi) These sections are sewn to the pads, but need some 'independence' in the sim, or a means of adjusting so that they hold up to have the buttons etc snap on correctly, with minimal fuss (I hate the idea of taking this to zB) Thoughts? I've tried mucking with their thickness setting for the sim, but it's a bit finicky. I get an ok result with an 'unrealistic' value. Should I not get hung up on that?
- Going to be about 16 of these altogether I haven't found much on best practices for running that many sims at one time, so I'm doing them in groups of four, and trying by best to let the four interact, then freezing three, and 'art directing' one so it looks good with the pad next to it. ??? Sanity check?
- I'd love to do the sheet in MD too, but trying to sort the logic of it resting on the bed beneath (yes, I've imported that) while the snaps hold it at the right points. Pins? Have yet to play with those, but seems my best first option. Pin at the snaps...?
- Erm, is there an orthographic view option? Seems no so far, but figured I may be missing a switch. It's needed to say the least.
-Last, the straps... well they're going to be an adventure. Any chance anyone recognizes what these actually are, and any insight on the real construction so I can work to understand that? Trying to suss out how they wrap, connect, reinforce and support etc. I can see that they are attached to the 'trim' of the pads, and as they come 'up and over' to disappear beneath the next pad, I'm trying to sort out the connection to number two... wahoo.
It looks as if they could be attached at a mid-point on top of the pad, so maybe the same below.
-I won't have a char leaning against them, so the pressure to 'poof them out' won't be there. But you can see there's volume to them all the same. The Pressure-based sim seems to be in the neighborhood. But if you have any thoughts on getting better shapes from them?
-Last, I'd love to introduce more random variation in the wrinkling, history, etc... I've only tried to work with material presets, a bit of w/w shrink on the 'cases', and some additional collision thickness. Using values that make sense and stay 'realistic', not seeing much of what I'd hoped for... ??? Is there a hierarchy of, 'when you want wrinkles for this sort of thing, try this and then this and then this, never that and then that and then that. And never cross the streams'?
TIA.
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