anyone who uses the 'VWD Cloth And Hair for Daz' help me out?
Toobis
Posts: 993
in The Commons
I been making slow progress with this program and am not sure what I am doing wrong here when I try and use the program with an animated dress but it comes up with some fault thing as I am obviously doing something wrong. Can someone who knows how to do this please check out the short video and tell me what settings to use to get a general generic animation of V4's dress moving while she does the animation? In the vid I will select a lot of the options in the VWD menu so you can see what settings I am using so you could tell me what I should change.


Comments
I'm not sure but if I had to guess (for starting purposes) I'd look at the fact that your dress is starting off inside V4s thighs. You can perhaps try to adjust the dress so it's not that way (using the thigh bones in the dress to move it around) or within VWD, before you hit the dynamic sim button I think if you tap the shift button once or twice it will do a quick static drape (as long as shift is depressed) which will let the dress work it's way outside the thighs before you try to animate. Then once you have it in place, do your dynamic sim.
Something to try anyway.
Hello Toobis, this is going to be pretty long, so hold onto something...
First, I see two possible issues, but am unsure if either are real contributing factors to the failure. This is just speculation, and the real data feedback for your video is posted below this:
1. The invisible posing spheres. As sub-meshes outside the sphere of influence for max neighborhood rigidity, they might be an issue. I delete any I find on meshes because they do not contribute to the VWD created static mesh (you lose their intended posing ability).
2. The Animate animation prefab. I don't use them, so I can't validate this, but others probably use them, so it is unlikely this is a contributing factor.
On to observations with the video:
* The collision figure settings seem fine.
* Your cloth settings might need adjusting -
1. You don't need Self Collision for such a simple dress. You are just adding to the calculation time with little usage feedback. There shouldn't be self interpenetration for such a tight fitting cloth.
2. Your Softness (spring elasticity) seems high. Start from default, and work your way up if you feel the cloth is too stiff, but the tradeoff will be larger vertex streching from their original positions.
3. You are using by Vertice Neighborhood for your cloth stiffing when you should use by Vertices Extension. For that cloth, with no sub-meshes (sans the posing spheres) that are not connected, you should use the default By Extension. You should only use By Neighborhood on cloth with sub-meshes (some types of conforming clothes not welded together).
Your spring count is very high for that simple dress. I would tick the Use Springs Reduction when importing meshes in.
Also, can you show a wireframe view of cloth mesh as well (press A for wireframe or H for wireframe over mesh inside VWD). Just curious as to how high of a poly mesh you are working with. All quad polys, or triangle mesh?
Next, I would address your Simulation Parameters. You have Gravity turned all the way up to max. Have you tried the animated drape at default 1?
Okay, watching the mesh shoot off into space, I think you definitely need to turn down Gravity.
When you start the sim it is like accelerating in a vehicle from a stopped position. Instead of a nice gradual acceleration the sim went from 0 to 160 in less than a second.
I would start off with all check boxes turned off (Inertia, Floor, and Gravity) except Air Resistance, though that seems high as well. I don't believe you will ever need floor collision with this mesh unless you are bending the model to the floor where a collision would be needed (turning off saves calculations per time step).
You can stop the animated simulation at any time, and slowly introduce gravity, and then inertia. You can even play with these while animation is running.
Also, your Sub Samples and Nb Iterations are low. Try to up them to 6/4 or 8/6 respectively. It will slow down the overall calculations per time step and add more time to complete the sim, but the simulation should handle the mesh better. I never go above 10/8, but that is for really wanting slow, finely calculated sims. I have only done this a couple of times for multi-posing drapes with Genesis 2 figures. One session was a four hour animated drape at 60 frames.
I might even tick the Fast Move and up the iterations to 2 or 3 based on the other two settings if you have a fast moving animation, or the collision mesh moves through poses fairly quickly.
I don't do animations. I usually do animated drapes via posing through Puppeteer, and 30 frames is all I usually require. Maybe you could perform a pre-test for your parameter settings on a quick 30 frame simulation just to get the feel for how the mesh is working within the simulation environment, and then going for the final animated simulation.
A lot of working with VWD is subtle experimentation, but I have experienced issues such as yours before, and each time it was because I was trying to push it too hard. You know, going from 0 to 160 in a second instead of 0 to 60 in 10 seconds.
I noticed you did not add any further parameters such as pinning to mesh, or further rigidity. Not saying this is needed, just an observation.
Make some adjustments, try again, and let us know how it went...
I've not seen it mentioned, but when importing items in to VWD, it usually helps to make sure they are at base resolution; this applies to what you wish to pose, not the collision items.
I bought the software last day of the year and I am devouring tuts each free minute of the first while testing and... I'm loving it!
Thanks Nic for your tut on hairs and interface use lesson. Merçi au createur, c'est vous DaremoK3? Merçi a Philemo pour le bridge. Thanks to all involved and speciall thanks to SickleYield and her tut.
Happy New Year!
No, Jerife, I am not the creator. I am just a user/beta tester for VWD.
The creator's name is Gérald, and all thanks go to him.