How to have a cloth collide with more than one other item?

Eric LagelEric Lagel Posts: 65
edited December 1969 in New Users

In the collision property of a cloth, it is possible to choose against which other item the collisions are calculated. By default it's always the Genesis shape, which makes sense.

But when you have more than one layer of cloth, the inner layer pops out as the outer layer adjusts to the naked body, not the body plus the inner layer. However, in the collision drop down box, there is only one choice possible. Either you can select the body or the inner layer, but not both.

Is there a way to tell DAZ that a cloth should collide with more than one other item?

Comments

  • SpottedKittySpottedKitty Posts: 7,232
    edited December 1969

    Not possible right now, all we get is a choice of one collision or none. Might be worth tossing a note into the D|S5 wishlist thread, maybe?

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,220
    edited December 1969

    some use the supersuit underneath invisible as the collision item and dial parts up and down to match

  • JaderailJaderail Posts: 0
    edited December 1969

    some use the supersuit underneath invisible as the collision item and dial parts up and down to match
    Yep, is a very good way to do layers in Dynamic mode. Your only draw back is Ram.
  • Eric LagelEric Lagel Posts: 65
    edited December 1969

    I see... the supersuit idea is a nice workwaround... but that's just that, a workaround. Probably not efficient at that, either.

    Still, I agree with SpottedKitty, I can't see how it could be hard to implement and would help a lot. Where and how can we post suggestions to the DAZ3D team?

  • TotteTotte Posts: 13,975
    edited December 1969

    I see... the supersuit idea is a nice workwaround... but that's just that, a workaround. Probably not efficient at that, either.

    Still, I agree with SpottedKitty, I can't see how it could be hard to implement and would help a lot. Where and how can we post suggestions to the DAZ3D team?


    This is not the first time this is brought up, it has been a discussion since 4.0, but it is much more problematic then it first looks like.
    Items that intersect (collide from two ways), like a half stuck tshirt), is very problematic, just look how long a clothing simulation takes, and picture the amount of memory needed to built those rather complicated collision matrices. If it was simple, it would already be in DAZ Studio, no doubt about it.
  • SimonJMSimonJM Posts: 5,982
    edited December 1969

    I could have sworn someone had said this was possible - something to do with saving the colliding item as a 'something' that would cause the 'morphing' performed by the collision/smoothing to be 'baked in', deleting original and loading saved copy and then setting that to collide with something else. Needless to say, not tried it yet! :)

  • ManStanManStan Posts: 0
    edited December 1969

    Try draping them separately. As in drape the skirt but tell it to ignore the blouse, then drape the blouse. Unless DAZA has screwed up yet again and removed this option. I'm having a hard enough time getting a usable animation from a single piece of clothing so I haven't done a double in a while. Be sure to select the clothing to be draped in the scene menu.

    So far 17 runs and nothing usable yet. Something always screws up.

    SimonJM that is also something that should work. Run the drape on one piece of clothing, then "freeze" the drape. Then add your second piece of clothing and drape it.
    I'm not sure how well this may work because of the Studio time line. If I wasn't on this gatewayasaures rex I'd give it a run through.

    freeze.jpg
    301 x 233 - 18K
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,220
    edited December 1969

    Stan, this is using the Daz studio smoothing modifier not dynamic cloth.
    (a brilliant DS4 function that unfortunately does not work in Carrara btw, or Poser via DSON)
    I use it a lot for FBX export to iClone as it does tend to bake itself in for that.

  • vwranglervwrangler Posts: 4,889
    edited July 2013

    I see... the supersuit idea is a nice workwaround... but that's just that, a workaround. Probably not efficient at that, either.

    Still, I agree with SpottedKitty, I can't see how it could be hard to implement and would help a lot. Where and how can we post suggestions to the DAZ3D team?

    How would it NOT be hard to implement? The closest model we have currently would be something like the dynamic plugin, where you have to go through your scene and select Every. Single. Thing. that the dynamic item is or is not supposed to collide with, including individual body parts if appropriate. The selection itself is time-consuming and fiddly, and you have to get it just right. Then the computer has to do the calculations and drape, which takes even more time. Conforming cloth is supposed to avoid all that.

    If I understand what's being asked, depending on how you're doing it, you might be able to use a Geometry Shell, and have one layer collide with the figure itself, and another collide with the shell.

    Alternately, you could use something like Sickleyield's Super Clip Fixer (from Renderosity -- designed to pass morphs through as well as to help with layering), or a less computer-intense bodysuit than the Supersuit, and again, have one layer collide with the source figure and another combine with the suit. It's how I handle, for example, outfits where the top has a long skirt or tail but the character is also wearing pants. Depending on how the outfit is supposed to look, I swap out the pants for a bodysuit, texture the lower part of the bodysuit so it's identical to the pants, and have the top collide with the bodysuit instead of the figure.

    Hope that helps.

    Post edited by vwrangler on
  • Eric LagelEric Lagel Posts: 65
    edited December 1969

    Let me be clear when I say it should not be hard to implement.

    The difficult part is already in the software: the collision engine. It happens that this collision engine works well either on the Genesis shape, OR on any other item in the scene.

    The only missing part is to have a simple algorithm that "merges" all the items that would have been multi-selected in the collision properties into one mesh. When I say "merge", I mean the basic operatin that any single 3D software has, so there's nothing to develop here, simply use an existing feature. Then, you just apply the already funtional collision engine on that new merged mesh.

    I don't buy that it is THAT difficult to achieve.

  • TotteTotte Posts: 13,975
    edited December 1969

    Let me be clear when I say it should not be hard to implement.

    The difficult part is already in the software: the collision engine. It happens that this collision engine works well either on the Genesis shape, OR on any other item in the scene.

    The only missing part is to have a simple algorithm that "merges" all the items that would have been multi-selected in the collision properties into one mesh. When I say "merge", I mean the basic operatin that any single 3D software has, so there's nothing to develop here, simply use an existing feature. Then, you just apply the already funtional collision engine on that new merged mesh.

    I don't buy that it is THAT difficult to achieve.


    Example on why it is difficult: The problem is that you don't wanna collide against a "mesh merge" as that you make you T-Shirt that should go between the pants and the vest to either go over both or under both. You need to collide each item against each other item.
  • Eric LagelEric Lagel Posts: 65
    edited December 1969

    How is your example difficult? If you want to achieve what you describe (which is even beyond what I need. I just want to be able to have a skirt collide with the leggings so that the leggings don't appear through the skirt), It could be done that way:

    1.T-shirt collides against the body and the pants.
    2. Vest collides against the body, pants and T-shirt.

    Where is the problem?

  • NovicaNovica Posts: 23,887
    edited July 2013

    A simple idea does NOT mean simple programming. You have more than one element impacted and having to create who-knows- what arrays to ignore this, and that, if this and that occurs. Take a peek at C++ if you think programming something simple is a plop and drop code thing. And I don't know what they use but it isn't "Simple" by any means. Hopefully they are working on this, as said, it's not a new issue.

    Post edited by Novica on
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