simple method for smoothing multiple collisions?

jardinejardine Posts: 1,215

i'm wondering how to get around the limitation clothing smoothing seems to have--namely, when you're setting up smoothing iterations, you can only alert the piece of clothing's geometry to adapt to one collision item.  (as nearly as i can tell, anyway.)

simple example: 

my female figure sits on the ground.  her tunic is fitted to her.  she is the collison target of 6 smoothing iterations to keep her body inside the garment/eliminate pokethrough.

but the trousers she's wearing are not skintight.  so the folds of the tunic disappear into them, instead of draping over them. i can fix that by making the trousers the collision target of my smoothing iterations--but then her body goes right back to escaping from the shirt again. 

that example's real enough.  but i'm also running into a lot of smoothing/collision issues with hair these days.  i have figured out that some hair behaves much more nicely if you load it *after* a character is dressed.  but that's just the tip of the iceberg...

i'm guessing that there might be a trick with geometry shells that could solve the problem, but i can't quite logic out how you'd get around that basic limitation--my shirt can only smooth around one collision object at a time. 

is it possible to create a geometry shell that 'coats' multiple objects, or multiple nodes of the same object?

can different nodes of an object be set to smooth to different collison targets? 

i've found this forum post that posed the same question a while back.  all three of the workarounds sound cool, but all three of them also leave me with new questions.  i was hoping to find a method explained in a little more detail.  

suggestions very much appreciated--

j

Comments

  • Oso3DOso3D Posts: 15,085

    Only thing, really, is dynamic stuff.

     

  • kaotkblisskaotkbliss Posts: 2,914

    After one item is smoothed, you could export as fbx (if I remember right it saves the smoothed shape where obj won't. I could be wrong and obj will export the smoothed shape as well)

    Take the fbx and send it to a modeler like blender or hexagon

    re export from there as an obj (you can skip the import/export here if going straight to obj works)

    Import the obj into Daz as a morph for the clothing item. You've now freed up the collision for that item as it's set in the new morph

  • Kendall SearsKendall Sears Posts: 2,995
    edited July 2016

    you can try to use simtenero's combiner tool to make a proxy item that has the mesh of both collision items.  Then set the smooting collision to the proxy.  After smoothing is complete turn off visibility of the proxy item.

    Kendall

    Post edited by Kendall Sears on
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