Fun with dforce going through things
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Okay, I finally gave up and decided to ask this question. I have several dforce clothing and whenever I pose my figure and click simulate, the cloths goes to a default position and then start simulating from there, depending on gravity. I end up with legs going through skirts, as well as skirts going through the floor. And there are no adjustment sliders to get them into the correct position. Any ideas on how to correct this problem?
Comments
If your floor mesh is not dense enough, the clothes will fall through, because there are not enough vertices to collide with. Try creating a dense primitive plane to put under your character as a fake floor. After the simulation is done, hide the plane (or set its Display properties to Visible in Render = Off) so it doesn't render.
I've never seen dForce clothing pass through character legs. Can you so show a screenshot example?
Hi Barbult, how do you create a dense primitive plane. I only see one option for planes. Maybe I'm missing something. I'll get back to you in a little bit about the dress problems.
Here's the pic of one pose I customed made. You can see the legs coming out of the rear of the skirt. You can see the name of the dress and the simulation setting. I still don't know how to make a dense plane.
Choose Create - New Primitive
Select type Plane
Set a Devision that fits your needs.
You have "Start Bones From Memorized Pose" Off in the Simulation Settings. That means that your simulation will start with the character in the final kneeling pose, with her legs already sticking through the unsimulated skirt. You can't start a simulation with clothing/body intersection like that. Change "Start Bones From Memorizied Pose" to On. Then the simulation will begin with the character standing in the default Daz Studio pose where the skirt should hand straight down. Then as the simulation progresses, the character will kneel into your final pose and the skirt should drape around her legs.
Right now, you have no floor at all for the skirt to collide with. That grid that shows where ground level is, is not a mesh for dForce intersection. You need real mesh to collide with. You can do that by adding the plane I suggested. Increase the number of divisions to make it denser. The plane must be large enough to cover the whole area that the skirt will collide with during simulation. I'd suggest a 3 Meter plane with density of 25 to 50 for good collision. The density you need depends partly on the density of the skirt mesh. It takes some experimentation for best result some times. There is no magic formula.
There are quite a few good dForce tutorials on the internet. They might be helpful to you.
There's a reason I have the "Start Bones From Memorized Pose" off, so this wouldn't happen.
You cannot start from your final pose, when there is already intersection between the character and the dForce clothing. You must either start from a memorized pose that has no intersection or use an animated simulation in the timeline, where you transition from a nonintersecting post to your final pose. To mitigate explosions, you can also try changing the surface simulation parameters of the clothing to reduce the bending stiffness to 0.2 (as suggested by RGcincy in his thread). You can simulate the clothing one piece at a time, freeze the simulation on that piece and then freeze the next. You can try different clothing. - not all clothing is designed equally well.
Go watch some dForce tutorials. Read RGcincy's dForce thread.
I have NO idea what you're talking about. Let me check the link you gave.
Okay, I checked the link and went back to page 1 and saw videos you have to buy to learn what to do. Could you, or someone else, recommend a YouTube video that could help?
Meanwhile, what do you mean by "when there is already intersection between the character and the dForce clothing"? I'm no DAZ whiz that can speak all of the jargon.
You mentioned to try changing tghe surface simulation parameters, but where would I find that? I tried a different clothing and "BOOM" it exploded.
On the first page of that mentioned thread you can download the content as a PDF not video (free).
And there is another thread for beginners:
https://www.daz3d.com/forums/discussion/203081/dforce-start-here
Thanks for the info, Anim. I did see the pdf links yesterday. I plan to read them over later. One of my problems with reading these things, including the link you supplied, is understanding the jargon. The writers don't completely write it for beginners. They sometime use terms they assume you already know the meaning of. For instance, I know the meaning of 'dynamic' in normal usage, but not when it's used for DAZ. Has anyone written a dictionary for DAZ Studios?
There's a sticky post in the New Users forum here that has a dictionary of most of the jargon.
I may be misunderstanding your issues but I'll offer my 2 cents although I am certainly no dForce expert.
Firstly, props and people in your scene need to be visible to the simulation if the cloth is to interact with them (see image attached). A good tip for beginners is to go through your scene and turn off visibility in simulations for everything that is not involved in the simulation. Otherwise the simulation will try to take into account all of that other influence and slow it down considerably.
Secondly, cloth that is already intersecting (passing through) a surface before simulation will cause explosions. This happens often if you have a figure seated on a chair and the figure plus the chair are both visible to the simulation. The cloth is then forced through a surface because the figure and the chair do not have an "air gap" between them. In other words, they intersect.
Thirdly, as mentioned above, the density of the mesh is important. A low density mesh with spaced-out polygons will not be able to influence the cloth simulation in a natural way and if those polygons are not dense enough, the cloth will pass through regardless of whether the "Visible in Simulation" option is on. What I do in those circustances is to create a primitive (usually a plane) with plenty of divisions and place that on the surface of the low-density object (floor or seat, etc.). That can be made visible for the simulation but then invisible for the render.
Marble, I understand about the density of an object afftect the simulation, as well has hiding things not affected by the process. But, how in heck do I get a dress to sit in a chair? There's no option to do so, and I have yet found any adjustments that can help. They usually only do a little bit. As of now, if I want to have an image of a woman in a dress sit in a chair, I have to render two images. One with her and one without. Then play with Photoshop to combine what I want to have it look right.
Watch this whole tutorial.
Barbult, thanks for the video. I'll watch it and hope it solves my problems.