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Sliders for clothing looseness

Katiana Palmerstone
Second Life Resident
Join date: 24 Oct 2004
Posts: 26
12-12-2005 19:47
Someone suggested I post this here (was originally in design thread) so here it is!

OK, Lindens, listen up (lol). We desperately need more sliders for looseness of articles of clothing. Here's why. Guys complain to me all the time about the lack of 'normal' guy's clothing. I think I've determined part of the reason for this. Most men do not wear skin tight shirts. When adjusting the slider for shirt looseness it'll puff out everywhere but the waist. Who tucks in t-shirts?? Well, I'm sure some do, but most of us don't. This also makes it impossible to do a-line style dresses. Skirts have to go high up on the waist because when we do them lower, there's a gap between waistband and hips. And jackets? Heh, don't even get me started. Who wears a jacket so tight their butt crack is seen through it? lol. OK, I've ranted enough, the point is that it would be great if the 'looseness' could be divided into more sections for each garment piece. Anyone else agree or am I just nuts?

Kat
Phoenix Psaltery
Ninja Wizard
Join date: 25 Feb 2005
Posts: 2,599
12-12-2005 19:51
From: Katiana Palmerstone
Anyone else agree or am I just nuts?


Definitely nuts. :D

P2
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Lianne Marten
Cheese Baron
Join date: 6 May 2004
Posts: 2,192
12-12-2005 19:53
While they are adding this, they should add in the ability to make shirts look like they aren't glued onto the chest.

I want my shirt to stretch across dammit!
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Bertha Horton
Fat w/ Ice Cream
Join date: 19 Sep 2005
Posts: 835
12-12-2005 20:59
Let's have sliders for looseness of us women! *vamps*
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
12-13-2005 05:52
I vote for having the jacket on the "skirt layer", not the "shirt/pants layer", and letting the jacket go down to your feet. That would at least let you have loose jackets.

Oh, and when you have a split skirt (or skirt acting as a lower jacket because of the problem in the previous paragraph), and you move your legs apart... it shouldn't look like your legs are wrapped in stickytape.
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
12-13-2005 11:01
How about a slider that makes the chest area on clothes look like it isn't vacuum-formed to the chest? Aside from wet t-shirt contests and really streachy sweaters, a shirt on a girl doesn't normally suck down into her clevage. It should 'tent across' between the breasts. If I'm designing a bikini, I want it to closely follow the body shape. But not on a T-shirt!

And I agree that the lower part of the jacket layer should be as long as the skirt, so we can have long coats without having to wear prims.
Robin Sojourner
Registered User
Join date: 16 Sep 2004
Posts: 1,080
12-15-2005 02:15
Ummm, people, you are aware that the "clothing" is all just a texture on the avatar, right? And when the clothing is "loose," all it does is move the polygons of the avatar, so they puff out? (Or "shift on their normals," to be technical.)

The only piece of real "clothing" in SL is the skirt, and it's impossible to make it match the torso perfectly, because there is a gap, and because it doesn't come into contact with the same polygons on different avatars (it depends on the gender, and the "fatness". With male avatars it actually dives beneath the polys on the back. With female avatars, it doesn't.)

Please, Lindens, do not make the "jacket" be partly on the Avatar and partly on the Skirt, or no one will ever be able to do a seamless untucked shirt again!

I will agree that it would be nice to have more pieces of actual clothing. I'd vote for an A-line piece went over the shoulders and reached to the floor. That would not only make it possible to do jackets that didn't stick to the buttocks, but would make robes that weren't cinched at the waist, tunics, long vests, empire dresses, and all kinds of other clothing. If there were a hood attached to it, it would be almost perfect!
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
12-15-2005 12:55
From: Robin Sojourner
Ummm, people, you are aware that the "clothing" is all just a texture on the avatar, right? And when the clothing is "loose," all it does is move the polygons of the avatar, so they puff out? (Or "shift on their normals," to be technical.)
Yes, we understand that. That's the problem.

From: someone
The only piece of real "clothing" in SL is the skirt, and it's impossible to make it match the torso perfectly, because there is a gap, and because it doesn't come into contact with the same polygons on different avatars (it depends on the gender, and the "fatness". With male avatars it actually dives beneath the polys on the back. With female avatars, it doesn't.)
Which is why I want the "jacket" be made into a separate piece of clothing like the skirt.

From: someone
Please, Lindens, do not make the "jacket" be partly on the Avatar and partly on the Skirt, or no one will ever be able to do a seamless untucked shirt again!
Please, Lindens, make the "jacket" be a separate piece of clothing from the shirt, so that we don't have to texture up a matching jacket and shirt combo to make a loose open jacket. What's the point of having the "opening" of the jacket modifiable if you can't open the shirt to match?
Kazuo Murakami
Sofa King
Join date: 31 Aug 2005
Posts: 359
12-15-2005 15:16
I would also add that I have yet to see a pair of baggy pants (reasonably baggy, not the pathetic 'gangsta' wear thats all over SL) look decent.
Delerium Hannibal
Registered User
Join date: 30 Apr 2004
Posts: 28
12-15-2005 15:35
From: someone
Ummm, people, you are aware that the "clothing" is all just a texture on the avatar, right? And when the clothing is "loose," all it does is move the polygons of the avatar, so they puff out? (Or "shift on their normals," to be technical.)


This is true, and this is how it should be. Can you imagine the polygon count increase if clothing was seperate? No, the lindens aren't going to do that, (or shouldn't) Here is how it SHOULD be done.

1. The avatar should be PROPERLY mapped for texturing, instead of this loose mapping we have now.

2. The poly count should be increased around the waist line. Reason being, if you do that, than you can warp those extra polys down into a skirt or dress. All modification to clothing should be done with poly manipulation on the avatar itself. Example: To make a skirt, extend the extra waist poly's out and down to the ground. With no skirt, the poly's stay where they are and no detail is lost. (just a few poly higher prim count than necessary for normal wear)

3. Allow the user to map avatar textures just like normal textures. IE...use bigger textures for more detail, rotate and adjust the size and repeat.

4. To solve the breast issue, just extend out the chest cavity points out to be in line with the breasts. Create a slider for this for clothing alone.

In general, the problem with clothing itself isn't as much the models themselves, but the mapping and manipulation of the models. This can all be done (with the exception of the dress portion) with the existing avatar models.
Chip Midnight
ate my baby!
Join date: 1 May 2003
Posts: 10,231
12-15-2005 15:47
A lot of this, if implemented, wouldn't end up being what people are picturing. If the shirt or jacket were made into a seperate mesh object like the skirt currently is it would need to sit off the avatar body as far as the skirt waist sits off the av waist. It's due to technical limitations rather than an aesthetic decisions. It needs to be able to conform to all the possible body morphs without the av polygons sticking through the shirt polygons. The skirt floats so far off the av because it's a much simpler model than the lower body of the av with fewer polygons so it can't be tight without having lots of penetration issues. The same would be true of a shirt mesh unless they made it have as many polygons as the upper av body. Avatars are the biggest source of viewer lag and doubling the number of polygons would add to that considerably. I doubt people would be very happy with it. In order to have shirts stretch between the breasts they'd have to add additional morph targets. All of the shape sliders blend between different variations of the avatar model. A morph target that's made to mimic a shirt stretched between the breasts would only look correct on high collared tops. You wouldn't be able to have a plunging neckline or it would be obvious that the shirt looks that way because there's no longer any actual gap between the breasts at all. Not trying to poopoo any of these suggestions but I wouldn't get your hopes up :)
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Delerium Hannibal
Registered User
Join date: 30 Apr 2004
Posts: 28
12-15-2005 16:02
your right about the breast thing... it would only be useful on t-shirts, and other things with a high collar. To do it any other way would require two extra morph targets. one for the amount of "droop" between the breasts, and one for how far up this "droop" goes. you can create a virtual cavity for the shirt by just moving one of the chest points back to it's original position, and moving it down thus creating a cavity inside the top. Now, doing this will mess up the texture mapping, so it should be noted that by implementing this, you are creating more problems than you started out with. As such, this is the only way to get a "proper" shirt.

Aside from that, the rest of my previous post is still valid.
Anya Ristow
Vengeance Studio
Join date: 21 Sep 2006
Posts: 1,243
clothing contour slider
09-28-2006 12:14
I offer the following image as demonstration, and request that there be a slider to allow a piece of clothing to follow the "outside contour" rather than the "inside contour". This is independent of looseness, but the program could build the contour the same way it handles looseness, and I'm perfectly happy if it's only really useful for high-collared clothing.

http://pics.livejournal.com/anyaristow/pic/000014rg/g1
Anya Ristow
Vengeance Studio
Join date: 21 Sep 2006
Posts: 1,243
10-03-2006 16:38
I created a voting proposal for this:

http://secondlife.com/vote/get_feature.php?get_id=2072
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
10-03-2006 21:21
From: Chip Midnight
The same would be true of a shirt mesh unless they made it have as many polygons as the upper av body.
Then they need to do that.
From: someone
Avatars are the biggest source of viewer lag and doubling the number of polygons would add to that considerably.
Not as much as all the prims people use to make up for the lousy avatar model. One avatar with prim hair can drop my FPS more than two without.
Melissa Yeuxdoux
Registered User
Join date: 28 Aug 2006
Posts: 44
12-29-2006 16:51
The surface the shirt texture should be plastered on is the convex hull of the torso. There are O(n log n) algorithms for convex hull where n = number of points, and moreover the only seriously non-convex portion of the torso is the bust--how large is n given those constraints? How time consuming would it be to calculate and cache the convex hull?
Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
12-30-2006 00:09
what could be nice is to be able to add extra maps in a shirt ofr example, a height map that define a normal axis deformation of clothes, it would allow to push the chest between the brests so it looks like cloth rather than the "vaacum feel", it could allow also a finer way to sculpt the limb shape and clothing look.
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