dForce Magnet on Posed Character

I have a posed character that I need to modify how the skirt falls I bought the dforce Magnet but I am hitting a wall on getting the magnets to pin to the right vert. all the tutorials I see is for some animation but I am not using animation I am doing some still renders, when I select the very of the clothing I need to move when the model is posed the magnet is at a different location. what am I doing wrong? do I have to make a animation going from tpose to the pose I want for this to work can I not just simulate it in that pose? and if I cant would anyone recomend a better addon for daz to help with this kind of simulation?

Comments

  • Jason GalterioJason Galterio Posts: 2,562

    The way I use the magnets for a still image is by using the timeline anyway.

    Create the magnet in its default location on frame 1. On frame 30, move the magnet to where you want the cloth to end up.

    Simulate the cloth using the timeline. Make sure you turn off "start from memorized pose."

    When its done, render the last frame only. Just like you would a normal still.

  • Jason Galterio said:

    The way I use the magnets for a still image is by using the timeline anyway.

    Create the magnet in its default location on frame 1. On frame 30, move the magnet to where you want the cloth to end up.

    Simulate the cloth using the timeline. Make sure you turn off "start from memorized pose."

    When its done, render the last frame only. Just like you would a normal still.

    that more or less worked no I am trying to figure out howto bake the dforce into a morph  

  • Jason GalterioJason Galterio Posts: 2,562

    If you figure that one out, let me know. I could use that.

    I usually lock the simulation so that I don't accidentally undo it. Then save and move on.

  • Richard HaseltineRichard Haseltine Posts: 100,750

    To turn a simulation into a morph export as OBJ, then reimport as morph - the ideal path would probably be to clear the simulation and then import with Reverse Deformations on, so that the morph was separate from the pose and could potentially be used with other, similar poses.

  • one of the issues I have ran into for the creating a morph is that you than have to move the ball or object into the location and then turn up the morph and it will not 100% match unless you somehow lock everything in place and place a object where the pervious sim was. in both maya, blender and most of ther 3d programs there is a way to turn a simulation into keyframes and then just delete what keyframes you dont want making it much easier to handle.

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