Clothing Collision?

edited September 2014 in New Users

Hey guys!

Just got into DAZ a week or so ago - you people are already taking a considerable chunk of money out of my budget. :roll: I'd always been an avid Blender modeler, but had need for actual character models to go on with a project, and this + mcTeleBlend is perfect.

Anyway, I've been tinkering around with the Night Guard outfit, along with photoshopping up a few re-textures to fit what I'm using it for. The problem is that I have no idea how collision detection works in DAZ... I understand the way setting a 'collision item' works, but what if I need it to collide with two other pieces of clothing? For example, I have a tunic over an M6 body, pants, and boots, and then a vest over that tunic... how does one go about making sure that nothing ends up clipping through? I've been reading and it's my understanding that DAZ can't handle multiple collision objects... if this is true, isn't that kinda an essential part of the physics engine that's been left out? I must be missing something. Most of the tutorials on the internet are far too specific to be of a whole lot of help to me. Anyone think they could help out a newcomer?

Much appreciated,
-Matt

Post edited by someguynamedmatt01 on

Comments

  • Herald of FireHerald of Fire Posts: 3,504
    edited December 1969

    There are two types of outfit. One is conforming clothing, which essentially acts as a part of the figure and moves with it. Aside from the base collision figure it will not smooth with any other form of collision and will rigidly follow the movements of the figure it's fitted to. These outfits do not have 'physics' and make up the majority of outfits you will find in the Daz store.

    The other is dynamic clothing. This is a totally different beast entirely and while it may move with the figure, it acts independently once draped. That means that it will ripple, bend and flow like real fabric. It can also collide with multiple objects, including literally every solid object in the scene. Draping is a separate process which runs after the figure is posed and needs to be calculated. This can take some time, but the results speak for themselves.

    Normally, I'd post an example but dynamic clothing universally despises me and never seems to work properly. It seems to have a few glitches, the biggest one being that sometimes it doesn't register collisions, so clothing passes right through the source figure and crumples on the floor.

  • Dumor3DDumor3D Posts: 1,316
    edited December 1969

    Often times you can have success by fitting the item to the item layered just below it. For instance, the vest over the tunic. Change the vest from 'Fit to' genesis (or whatever figure) to 'Fit to' tunic. The tunic follows the figure, the vest then in turn follows the tunic.

    And, just in case... select the clothing item in the Scene tab, then go to the Parameters tab, and under 'General' you will see 'Fit to'. Click that and you'll get a list of options based on what's loaded.

  • TotteTotte Posts: 14,089
    edited December 1969

    dumorian said:
    Often times you can have success by fitting the item to the item layered just below it. For instance, the vest over the tunic. Change the vest from 'Fit to' genesis (or whatever figure) to 'Fit to' tunic. The tunic follows the figure, the vest then in turn follows the tunic.

    And, just in case... select the clothing item in the Scene tab, then go to the Parameters tab, and under 'General' you will see 'Fit to'. Click that and you'll get a list of options based on what's loaded.

    What the drunk with the wine glass said ;-)
    Layered collisions are important. What can make you run into trouble is "kit bashing" with items that is over several items.

  • Dumor3DDumor3D Posts: 1,316
    edited December 1969

    Totte said:
    dumorian said:
    Often times you can have success by fitting the item to the item layered just below it. For instance, the vest over the tunic. Change the vest from 'Fit to' genesis (or whatever figure) to 'Fit to' tunic. The tunic follows the figure, the vest then in turn follows the tunic.

    And, just in case... select the clothing item in the Scene tab, then go to the Parameters tab, and under 'General' you will see 'Fit to'. Click that and you'll get a list of options based on what's loaded.

    What the drunk with the wine glass said ;-)
    Layered collisions are important. What can make you run into trouble is "kit bashing" with items that is over several items.

    Right Totte. I know those Bald Wizards never consume alcohol and are such strict hard-liners. Oh, wait, that can't be right! I am one!

    Yes, like Totte said, sometimes it gets hard. For instance, if you want to put a long tunic over a figure wearing pants and shirt. You can't 'Fit to' both pants and shirt, so if needed, you just have to select the one that does the best or in some cases, either give up on using that combination or get into more advanced things like maybe going so far as creating your own morph to make it fit over something else.

    Kit bashing is a lot of fun, but you may want to have a glass of wine before you begin. :)

  • TotteTotte Posts: 14,089
    edited December 1969

    dumorian said:
    Totte said:
    dumorian said:
    Often times you can have success by fitting the item to the item layered just below it. For instance, the vest over the tunic. Change the vest from 'Fit to' genesis (or whatever figure) to 'Fit to' tunic. The tunic follows the figure, the vest then in turn follows the tunic.

    And, just in case... select the clothing item in the Scene tab, then go to the Parameters tab, and under 'General' you will see 'Fit to'. Click that and you'll get a list of options based on what's loaded.

    What the drunk with the wine glass said ;-)
    Layered collisions are important. What can make you run into trouble is "kit bashing" with items that is over several items.

    Right Totte. I know those Bald Wizards never consume alcohol and are such strict hard-liners. Oh, wait, that can't be right! I am one!

    It was more in the line of "What the other Bald Windrinkers Club" member said ;-)

  • edited December 1969

    Hahaha, well, I just got back and it looks like things got interesting pretty quickly. The biggest problem I'm having is that let's say I've fit the tunic to the pants directly below it - the top collar on a pair of boots can stick through the tunic in certain poses. I'm sure I'll figure out how to work around this... for now, a hearty helping of convenient camera angles and proportional editing in Blender seem to be doing the trick.

    My current task is getting the Michael 5 short beard to follow facial morphing, though I've already found a thread on this that's helping. I'll be sure to post some preview renders when I get a chance - Blender Cycles with decent lighting and a Xeon rendering overnight can really work wonders.

    This sure turned into an interesting welcome to the community, to say the least. :)

  • TotteTotte Posts: 14,089
    edited December 1969

    This sure turned into an interesting welcome to the community, to say the least. :)

    Welcome to the forums ;-)

  • jestmartjestmart Posts: 4,449
    edited December 1969

    Conforming Clothing should always be Fit-To the figure. The Smoothing Modifier adds a separate Collision Item box if you have Show Hidden checked for the Parameters tab, why such a useful option is set to hidden by default is beyond me. With the separate collision option you could use either a geometry shell or body suit (set to invisible) with the Push Modifier to create a new collision layer.

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