Basic Question On Cloth Simulation

Hello There in picture 1 we have original daz content as you can see how it fit 

second one imported obj from maya and how it is proplematic 

Please give me the keyword what causes the difference (weight map? Dforce ? or some other modifier?)
 

Thank you in advance

photo1700844076.jpeg
846 x 542 - 142K
photo1700844150.jpeg
836 x 640 - 198K

Comments

  • felisfelis Posts: 4,272

    The answer can be both.

    If you smooth the weightmaps, you will get a smoother transition.

    But if the clothing can support it, I use dForce to let it drape, as lifting you arm, will make the clothing pull back, and that effect you won't get with conforming.

  • DartanbeckDartanbeck Posts: 21,508
    edited November 2023

    Have you tried the Smoothing Modifier?

    (Edit > Figure > Geometry > Add Smoothing Modifier)

    EDIT: oh... but not for dForce... sorry. But it can help smooth things out After running dForce, but I've heard that we don't want to have Smoothing on during dForce simulation - yet some products come set up to run that way, so.... I guess it's a choice we all have to decide upon.

    Post edited by Dartanbeck on
  • DartanbeckDartanbeck Posts: 21,508

    For things like limb-bend issues, many Daz artists will create special hidden morphs called Correctives that apply themselves when a certain joint reaches a certain angle, etc.,

  • crosswindcrosswind Posts: 6,831
    edited November 2023

    It seems a G8M, so there're two pJCMs ( pose - Joint Corrective Morphs ) in the hidden properties of T-Shirt named "pJCMCollarUp_55_L" and "pJCMShldrUp_90_L". The vendor (or T-shirt maker) must've fixed "stretched geometry" on these 2 pJCMs, so there's no problem in screenshot 1.

    What you exported / imported and fitted on G8M with Transfer Utility has no "fix" on them, in screenshot 2, therefore the "stretched geometry" is still there....

    So to be very exactly, this issue has nothing to do with Simulation other than "corrective morph" first of all. However, if you use the option "Start Bones From Memorized Pose" in Simulation Settings or use a timeline to simulate, that "ugly mesh" may be eliminated to a certain extent or 100% gone....

    Post edited by crosswind on
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