I Don't Understand DForce Outfits Logic...

Hi, please I need help :( As much as I try and understand how Dforce products works, I just can't figure it out. I bought the amazing https://www.daz3d.com/dforce-ridge-outfit-for-genesis-8-female outfit and I'm using it with the correct Genesis 8 character it was made for, yet any simulation just make it a million time worst than if I did nothing. After an hour and a half of simulation this is what I get. It makes no sens as on the promos images it works wonderfully with any position. Mine is like it doesn't even realise where is the ground and where is my character literally... What am I doing wrong?.. sad 

Capture d’écran (99).png
965 x 645 - 321K
Capture d’écran (100).png
966 x 644 - 605K

Comments

  • Are you starting the simulation from that pose or from a memorised pose, ideally close to the default pose? Even then, I suspect that as the pose changes from start to finish some parts, most likely the left arm, are passing through others which will break the simulation (a Play Range sim, with staging poses set between start and finish to guide the movement, may be the fix if so). Is it a static or play range simulation?

    For the skirt, you do need something for it to collide iwth - e.g. a plane with a reasonable number of divisions (Create>New Primitive), and the skirt should not be cutting through the plane at the beginning.

  • Justin_AmesJustin_Ames Posts: 163
    edited September 30

    It's a pose from the https://www.daz3d.com/first-light-poses-for-genesis-81-female.

    Okay I see. I learned how to do play range simulation with another character for a hat problem one time. I should be good trying this again. 

    I'm not sure what you mean by static or play range but I guess it's about if it's only a picture or an animation? If so, my goal is to make a picture only. 

    Thank you very much for the help smiley

    Post edited by Justin_Ames on
  • GordigGordig Posts: 10,034

    Justin_Ames said:

    I'm not sure what you mean by static or play range but I guess it's about if it's only a picture or an animation? If so, my goal is to make a picture only. 

    Even for still renders, you're generally best served doing an animated simulation.

  • scorpioscorpio Posts: 8,403

    Have you tried hiding the hair and wings before simulation

  • Since I don't do animation, I turn off "Start  from Memorized Pose" in the Simulation pane.  Also, you can either hide the hair and wings before simulation, or select the items in the Scene pane and look at DIsplay under General, and turn off Visible in Simulation.  In this way, the simulation will ignore those objects while calculating collisions.

    Some outfits are better than others at simulation, particularly with dramatic poses.  If it still explodes like you see in your example, try looking at the garment in the Surfaces pane and turn off "Self Collide" for all surfaces in the object.  Sometimes that will be enough to get by.

    There are other tricks, but these should help for most typical simulation problems.

  • Richard HaseltineRichard Haseltine Posts: 100,481

    Olo_Ordinaire said:

    Since I don't do animation, I turn off "Start  from Memorized Pose" in the Simulation pane.  Also, you can either hide the hair and wings before simulation, or select the items in the Scene pane and look at DIsplay under General, and turn off Visible in Simulation.  In this way, the simulation will ignore those objects while calculating collisions.

    Start from Memorised Pose isn't related to animation, in fact it is most useful when not animating - it allows the simulation to start in a safe pose, one that won't cause initial intersections, and then progress to the desired final pose (or the beginning of the animation, as the case may be). Even the paly rnage option isn't exclusively for animations - it is also useful when it is hard to get to the final pose without having the outfit or the figure self-intersect, or to allow other items (furniture or special helper objects) to push the cloth around.

    Some outfits are better than others at simulation, particularly with dramatic poses.  If it still explodes like you see in your example, try looking at the garment in the Surfaces pane and turn off "Self Collide" for all surfaces in the object.  Sometimes that will be enough to get by.

    There are other tricks, but these should help for most typical simulation problems.

  • Richard Haseltine said:

    Olo_Ordinaire said:

    Since I don't do animation, I turn off "Start  from Memorized Pose" in the Simulation pane.  Also, you can either hide the hair and wings before simulation, or select the items in the Scene pane and look at DIsplay under General, and turn off Visible in Simulation.  In this way, the simulation will ignore those objects while calculating collisions.

    Start from Memorised Pose isn't related to animation, in fact it is most useful when not animating - it allows the simulation to start in a safe pose, one that won't cause initial intersections, and then progress to the desired final pose (or the beginning of the animation, as the case may be). Even the paly rnage option isn't exclusively for animations - it is also useful when it is hard to get to the final pose without having the outfit or the figure self-intersect, or to allow other items (furniture or special helper objects) to push the cloth around.

    Some outfits are better than others at simulation, particularly with dramatic poses.  If it still explodes like you see in your example, try looking at the garment in the Surfaces pane and turn off "Self Collide" for all surfaces in the object.  Sometimes that will be enough to get by.

    There are other tricks, but these should help for most typical simulation problems.

    Okay, thanks Richard.  I just learned to turn it off when I had product environments that had props that started marching around the room when I tried to do simulation of a garment.  "Wait!  TV stand!  Come back here!"

     

  • crosswindcrosswind Posts: 6,831
    edited October 2

    "Marching around issue" may come from the fact that Props' initial poses have been memorized...dForce Companion plugin can easily handle this "issue" since all unselected Props in the list will not be "simulated"... or you also can "re-memorize" Props' poses.

    Another cons of "Start from Memorized Pose..." depends on the memorized pose... for instance if there's a significant rotations on figure's root node, in lots of cases one will get unexpected simulation results... So better wisely re-memorize an initial pose before simulation in such a case.

    Post edited by crosswind on
  • Justin_AmesJustin_Ames Posts: 163

    Thank you for all your answers, with this I must be good to make it work now! It's very appreciated laugh May you all have a very nice day!

  • GordigGordig Posts: 10,034

    crosswind said:

    "Marching around issue" may come from the fact that Props' initial poses have been memorized...dForce Companion plugin can easily handle this "issue" since all unselected Props in the list will not be "simulated"... or you also can "re-memorize" Props' poses.

    Another cons of "Start from Memorized Pose..." depends on the memorized pose... for instance if there's a significant rotations on figure's root node, in lots of cases one will get unexpected simulation results... So better wisely re-memorize an initial pose before simulation in such a case.

    I think what they're describing is actually an issue with a number of environments by (IIRC) Tesla3D that have keyframed animation on various components for no clear reason.

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