dForce exploding before it has even moved a frame
Those Things
Posts: 1,132
My dForce is behaving very strangely, and I'm not sure how to fix it. When I hit the simulate button, no matter what dForce garment I've selected, it spends about three to five minutes compiling, which it has never done before unless I was using a non-dForce article of clothing that I had added a dForce modifier to. Then, before the animation timeline has even moved one frame, everything explodes. Can anyone tell me what I'm missing? I've never had these problems before.
Comments
Could you maybe send a screenshot of the D-force settings and what item is used? I assume it worked fine before? Is the Dforce item glitching through the character somehow?
I'm using the default settings, but have also tried a whole bunch of other go-to's. I've even tried hiding gemometry I thought might be glitching, turned off air resistance entirely, but nothing seems to work. It's happening with any garment I've chosen. I've tried restarting Studio too, but that hasn't worked. I'm simulating from the memorized pose, so it's kind of strange that it explodes frame one, before the figure has even moved. I'm using Khemsit 8 as the figure, and the item I've been trying to get to work is the dForce Ardor dress.
Just to be sure, it also doesn't work on the default figure?
First five minutes of this:
I haven't tried, I'll zero out the character shape, and see if that works.
Here it is, already exploding before the figure has even moved out of the A pose. I've got gravity turned up to 2 on this attempt, but it didn't matter.
There is a minimum offset in the dForce surface settings, those messages mean that there are edges in the mesh that are shorter than the minimum offset, and a lot of them if it is taking that long to process. dForce works by trying to spread out the energy in the springs (edges between vertices) but having the minimum offset greater than edge lengths keeps stretching the springs (to meet the offset requirement) which adds nore energy which has to be diffused across the mesh, that constant pumping in causes the simulation to run away and the garment to explode.
The only time I ever had this was when geometry was glitching through the item. Are you rendering a animation?
Honestly, if just creating a empty scene, putting in one genesis 8 figure and every dforce item you put on it explodes right away I'd consider reinstalling.
Any advice on how to fix the problem?
No, not an animation. Just using the timeline to move the figure into postition, like you do.
Setting collision offset to .001 did the trick.
I usually try slightly larger values, or run my eye down the list of warnigns in the log trying to get an idea of a reasonable value. A few spring warnings are harmless, the simualtion can generally cope, it's when there are a lot that the wheels tend to come off (in all directions).