Avoid posing overlapping/collision?

I'm trying to pose characters, but faced a lot of problems when I tried to move the limbs to close to the torso. They very easily overlap

For example, when I moved the upper arm just a bit close to the torso, it quickly overlapped. Is there any way to solve this?

Any help will be appreciated

Comments

  • barbultbarbult Posts: 26,205

    Are you talking about the character skin overlapping, or clothing from the torso area overlapping onto the arm? If clothing is the issue, you can try changing Smoothing settings on the clothing. You may have to turn smoothing off.

  • If you want to leave smoothing on (im assuming that your having trouble with clothing) just make small position changes to the hands and fingures. Eventually your hands will look like they are resting on the clothes.

  • CybersoxCybersox Posts: 9,271

    The ideal solution would be multiple soft body collisions, something that many other CG programs have but DAZ has yet to offer.  If you're talking about skin to skin contact, like a hand against a bare chest, then creating a deformer of some kind is currently the best option if you're trying to do it in the render.  Depending on the part of the anatomy you need deformed, there are some pre-made morphs out there that accomplish this effect for certain poses, mostly on Renderotica, but generally it's DIY.  As an uber-quick option you CAN apply smoothing to the figure itself and create indents using parts of a second figure, but that tends to noticeably change the look of the figure itself due to how it affects the mesh and rigging globally, so as an alternate there's exporting the figure as an object and then re-importing it, and using the smoothing mod trick on it instead.  

    For most things, though, I find it easier just to do two passes of the render, once with the area that would do the indenting hidden and once with that portion by itself, then stick them together in photoshop and use the various warping tools there to fake the effect. 

  • I'm talking about skin to skin collision.

    I see that's a shame. Why has anyone tried to make deformation a thing yet? Sounds like it would sell great in the store

  • CybersoxCybersox Posts: 9,271

    I'm talking about skin to skin collision.

    I see that's a shame. Why has anyone tried to make deformation a thing yet? Sounds like it would sell great in the store

    The problem with a pre-created morph/deformer is that it's only going to look right for a certain pose, which really limits their use.  There are deforming morph sets out there that emulate the placement of hands on certain parts of the body, and Zev0, Ironman and Powerage all make deform morphs sets for the glutes that include basic chair deforms.  Simterro makes a product called shape reprojector that can be used for this, but I don't find the process much simpler than simply making my own http://www.daz3d.com/simtenero-shape-reprojector

  • ValandarValandar Posts: 1,417

    As for dynamic deformations / self collisions on the figure itself, like when you press your forearm and there's an impression while your finger is there... that's a VERY complex set of calculations, and while people with the top end systems may be able to do it, the average customer would not.

  • Valandar said:

    As for dynamic deformations / self collisions on the figure itself, like when you press your forearm and there's an impression while your finger is there... that's a VERY complex set of calculations, and while people with the top end systems may be able to do it, the average customer would not.

    and yet... anyway.  Anyone else ever have so much coming at them that they want to climb into a hole and hide?  If I can just survive this month...

    Kendall

  • UthgardUthgard Posts: 878

    Kendall, if you have really solved self-collision with rigged figures (and they keep their rigging in the process), I am going to have to start a religion in your name. Out of curiosity, do you go for the flower-power thing or would you rather have some Temple of Doom hardcore stuff? I mean,,. I am going bald anyways, may as well put it to good use.

  • CybersoxCybersox Posts: 9,271
    Uthgard said:

    Kendall, if you have really solved self-collision with rigged figures (and they keep their rigging in the process), I am going to have to start a religion in your name. Out of curiosity, do you go for the flower-power thing or would you rather have some Temple of Doom hardcore stuff? I mean,,. I am going bald anyways, may as well put it to good use.

    The beating Hearts of Human Sacrifices is REALLY messy... how about some DAZ Gift Certificates and a date with the forum moderator of your choosing?

  • I have been overwhelmed by RL for the last several weeks, to the point where I get home and have to go to sleep in order to go back to the grind.  Part of being the "top dog" in the organization, I guess.  Anyway, there are several projects about to come online.  I will try to post information/vids when I can.  A very exciting set of developments for LAMH is about done, as well as some work on dynamics, and some Linux developments.

    One of my projects (started quite some time ago) is a system to replicate flesh over a skeleton with respect to impacts, pressure and such.

    Kendall

  • UthgardUthgard Posts: 878

    The beating Hearts of Human Sacrifices is REALLY messy... how about some DAZ Gift Certificates and a date with the forum moderator of your choosing?

    As an old girlfriend used to say; "messy fun is a pleonasm". She was almost a pedantic as me; that's why we broke up.

     

    I have been overwhelmed by RL for the last several weeks, to the point where I get home and have to go to sleep in order to go back to the grind.  Part of being the "top dog" in the organization, I guess.  Anyway, there are several projects about to come online.  I will try to post information/vids when I can.  A very exciting set of developments for LAMH is about done, as well as some work on dynamics, and some Linux developments.

    One of my projects (started quite some time ago) is a system to replicate flesh over a skeleton with respect to impacts, pressure and such.

    Kendall

    So... do you take credit cards or do you prefer to harvest the souls of newborns? Thy bidding be done, oh Helmeted One.

    In all seriousness, although my inmediate cloth simulation needs are very well served by VWD, I am eagerly expecting your projects. That video of a fluid simulation really whet my appetite, using LAMH in Iray without jumping through any hoops will really improve my workflow and adding rigging and dynamics to LAMH, on top of it all.. Well, here's the proverbial "shut up and take my money".

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