Basic Question On Cloth Simulation
digitalbayrak
Posts: 0
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
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.
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.
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.,
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....