Help - Dforce explosion fringe on moccasins
DarthD
Posts: 259
Any ideas on what to adjust to make the fringe on these moccasins work with dforce? I applied dforce modifier and weight map, leaving only the fringe weighted but they explode shortly after starting simulation. I've played around with a few settings but I don't really know what I'm doing.
Moccasin Boots from 3dUniverse
everyday-1.jpg
500 x 650 - 91K
Post edited by DarthD on
Comments
I don't have them
Try to look at the mesh (Wire texture shaded). dForce prefer somewhat equally quads.
If the mesh at the top of the fringes are uneven, you could try limiting the actual fringes to be affected by dForce.
Here is a mesh view
The mesh on the fringes look nice, and I wouldn't assume that that should cause any problems. I would assume that the bow could cause it.
How have you weightpainted the boot?
I had originally painted it up to the top of the fringe, covering the small quad. I also had the bow mapped. After removing the bow and lowering the painted section it seems to be working. Now the problem I am seeing is, durring animation, some of the fringe from one boot touches the other boot and grabs hold, stretching it. I'm adjusting friction and collision right now. This picture was taken while simulating. The fringe is poking through the inside of the boot becasue I have collision turned off rifght now for the boot, while self collide is still on for the fringe.
The weightpaint also looks fine.
What concerns me is these fringes that looks like it is on the inside of the boots - that could cause trouble. It is best if the dForce enabled mesh not is interfering with other mesh, when the simulation starts.
Also I don't know what pose you are achieving, because dForce doesn't like to get trapped, i.e. so the mesh can't move.
I would try just placing the boots without character and see if that also causes dForce to explode.