How to Use dForce: Creating a Blanket, Draping Clothes on Furniture, and Much More [Commercial]

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  • @RGcincy Very cool technique that will come in very handy, and I would not have thought to use the half torus as a hair helper to pull the hair back. (Note: your link to the Pilots Uniform is missing the colon after https so it doesn't open properly).

  • That is something I have tried in the past and failed with. I now suspect it was problems with the weight map (which I didn't use). Thank you for taking the time to show this. Regards, Richard.
  • RGcincyRGcincy Posts: 2,784

    robertswww said:

     (Note: your link to the Pilots Uniform is missing the colon after https so it doesn't open properly).

    thanks, forgot to test it 

  • barbultbarbult Posts: 20,297

    The goggles example is very impressive!

  • RGcincyRGcincy Posts: 2,784

    thanks robertswww, richardandtracy, and barbult!

  • RGcincyRGcincy Posts: 2,784
    edited November 2022

     

    93. Putting a Hat Over Hair

    As we did with the goggles, we can use a similar technique to put a hat over the hair. Much of this relies on what I did in tutorial 92 so read that first. I used the same Kyle hair in these examples.

    a. For the first example, I used the same helmet-goggle product as in the previous tutorial 92 but with the helmet left visible. Because the product was made for G8 and I’m using it on G2, I had to adjust Y-scale to 106% to cover the ears with the built in headphones.

    b. I updated the weight map by painting more of the upper hair, leaving the area of less influence (purple color) by the part. How much of this you can do depends on how the hair was constructed.

    c. Select the helmet and set a keyframe at frame 10 using the +key icon in the timeline.

    d. Go to frame 0 and scale the helmet as needed to clear the hair. In this case it was 110% Scale, 187% X-scale, 106% Y-scale, and 148 Z-scale.

    e. Run the simulation with the torus visible to pull the hair back as we did in tutorial 92.

     

    The second example uses the hat from Smells Like Fall for Genesis 2 Female

    f. Although it was made for the figure I’m using, the hat has more of a gap around the face then I like. So I scaled it down to 85%.  

     

    g. The scaled down hat had better fit of the head band but had parts of the ears and head showing through. I used MeshGrabber to pull those parts of the hat out so the skin was hidden.

      

    h. Go to frame 10, select the hat, and click on the +key icon in the timeline to set a keyframe. At frame 0, scale up the hat to clear the hair. I used 105% Scale, 196% X-scale, and 185% Z-scale.

    Frame 10:                                                               Frame 0:

     

    i. Run an animated simulation to get the result below.

    dForce helmet weight map.jpg
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    dForce helmet presim frame 10.jpg
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    dForce helmet presim frame 0.jpg
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    dForce helmet eye visible.jpg
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    dForce hat as loaded.jpg
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    dForce hat scaled for better fit.jpg
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    dForce hat mesh grabber in use.jpg
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    dForce hat after mesh grabber.jpg
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    dForce hat presim frame 10.jpg
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    dForce hat presim frame 0.jpg
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    dForce hat after sim.jpg
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    Post edited by RGcincy on
  • RGcincyRGcincy Posts: 2,784
    edited November 2022

     

    94. Creating and Using a Face Mask

    During covid there were many homemade face masks in use. Here’s a version for Daz.

    a. Load a figure. I used G2 Male as it’s fast to load.

    b. Create a Z-positive plane of 18 cm size and 40 divisions. Adjust Y-scale to 70%. Position it over the face so the top edge is about half-way up the nose and the tip of the nose is almost touching the plane.

     

    c. Create a Y-positive cylinder of 31 cm length, 0.3 cm diameter, 128 segments, and 16 sides. Position it so the plane passes through the vertical axis of the cylinder and the cylinder is near the edge of the plane with one segment of the plane sticking out to the side.

    d. Use Edit/Duplicate/Duplicate Node(s) to make a copy of the cylinder and position this on the other side of the plane.

    e. Create a sphere that is 1.25 cm in diameter with 16 segments and 16 sides. Position it at the upper end of a cylinder with about 7 segments of the cylinder extending above the sphere. This sphere will serve as a helper object.

    f. Duplicate the sphere and position one a similar distance from the bottom of the same cylinder. Duplicate each of these spheres and position them over the second cylinder on the other side of the mask.

    g. Add a dForce dynamic modifier to the plane. In the Surface pane set Simulation/Density to 40.

    h. Add a dForce dynamic modifier to each cylinder. In the Surface pane set Simulation/Collision Offset to 0.05. Set Dynamic Strength to 0.9, Shear Stiffness to 0.47, and Bend Stiffness to 0.2.

    i. Setup the timeline so the body moves forward at frame 5 so the plane is running through the middle of the ear.

     

    j. Set the upper spheres to be above and slightly behind the ears at the frame 5. Set the lower spheres so they move horizontally to a positon below the upper spheres. (See image above)

    k. At frame 7, tuck the upper sphere behind the ears. Move the lower spheres so they about level with the ear lobes. At frame 9, tuck the lower spheres behind the ears just under the upper spheres.

    Frame 7:                                                                                      Frame 9:   

     

    l. It helps to X-rotate the spheres at frame 5 and 7 so the cylinders are not being stretched.

    m. In the Simulation Settings pane:

    1.  Set Environment/Gravity to 0
    2. Set Simulation/Quality/Frames Per Second Multiplier to 4
    3. Set Simulation/Quality/Subframes to 16
    4. Set Simulation/Collision/Collision Mode to Best

    n. Run an animated simulation. Hide the spheres at the end to render. You can also adjust the spheres to leave less of a tail of string.

    Frame 2:                                                                                     Frame 5:

     

    Frame 7:                                                                                     Frame 9:

     

    Frame 30:

    dForce face mask setup frame 0.jpg
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    dForce face mask setup frame 0 side.jpg
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    dForce face mask setup frame 5.jpg
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    dForce face mask setup frame 7.jpg
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    dForce face mask setup frame 9.jpg
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    dForce face mask frame 2.jpg
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    dForce face mask frame 5.jpg
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    dForce face mask frame 7.jpg
    657 x 531 - 60K
    dForce face mask frame 9.jpg
    657 x 531 - 60K
    dForce face mask frame 30.jpg
    657 x 531 - 60K
    Post edited by RGcincy on
  • PraxisPraxis Posts: 226

    RGcincy said:

     

    94. Creating and Using a Face Mask

    ...

    Brilliant!  Inspires me to use similar techniques in a lot of other situations.

    Thank you!

  • RGcincyRGcincy Posts: 2,784

    Thanks Praxis. If you do anything interesting, feel free to post an image of what you accomplished.

  • PraxisPraxis Posts: 226

    RGcincy said:

    Thanks Praxis. If you do anything interesting, feel free to post an image of what you accomplished.

    Thank you - I'll do that.   What I have in mind is quite a complicated scenario so will will probably take me a few weeks... smiley

  • PraxisPraxis Posts: 226
    edited December 2022

    RGcincy said:

    Thanks Praxis. If you do anything interesting, feel free to post an image of what you accomplished.

    Well here it is... Animation of lowering/raising the sail of a yacht

    I had to use lots of "helper" objects to retain the sail attachments to the mast, and to get the folds sort-of in the right places, and I had to animate those helpers via a script to get the correct behaviour.

    But I'm pleased with the result:

    0% lowered:

     

    50% lowered:

     

    100% lowered:

     

    Sail_Drop_000%.png
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    Sail_Drop_050%.png
    800 x 800 - 668K
    Sail_Drop_100%.png
    800 x 800 - 706K
    Post edited by Praxis on
  • RGcincyRGcincy Posts: 2,784

    Very interesting idea and looks good to my eye. You could spawn morphs at various stages and have an easy way to lower and raise sails for different renders. 

  • The next possibility is to save the shape as an obj, tighten the folds a bit and model in some reefing points all tied up. Looks superb. Regards, Richard
  • PraxisPraxis Posts: 226

    Thanks for the feedback and ideas!  To get better-looking folds I should have used SubD=2 on the sail instead of 1.

    Also : Upgrading this 1968 yacht to a 2022 roller-furling boom would save a lot of modelling and animating angst devil ...but would be a lot less fun.

  • Pfft. Go to a Junk rig and avoid the irritation of wind whistle in the rigging and be able to carry on with a few panels blown out in a hoolie. Will also give you longer to enjoy the voyage. Seriously, though, I have never been convinced about the reliability of such systems in the worst of weather, so I feel you've modelled the better system. If an in-boom roller system fails with half the sail stowed, is it even possible to have a fallback option? Regards, Richard.
  • Wind nodes seem broken now in 4.21 They only function in still frame sim or during the initialization stage of a timeline or memorized pose sim. Has anyone had this new issue or able to suggest a fix? I really liked using wind nodes before.
  • RGcincyRGcincy Posts: 2,784

    I'm not using 4.21 so can't test it. I have found in the past that the wind node's strength setting can be erratic (a low value being like a hurricane wind or a high value hardly moving anything at all). You might try some more extreme values to see if it helps.

  • MediaheadMediahead Posts: 113
    edited February 4

    Looks like I'm experiencing some issues withe the wind nodes in 4.21 as well. I can't seem to arrive at the right setting for a slight breeze through grass. I'm using Modular Field Environment, modifying Grass 7. The settings I have arrived at so far are:

    Gravity 1.79
    Air Resistance 0.87
    Frames Per Second Multiplier: 1
    Collision - Good: Discrete: Swept Vertex

    custom animation timeline, 50 frames duration

    Wind Parameters

    Diameter 8.11
    Diameter Falloff  2.98
    Falloff Length 2.0
    Falloff Start 1.00
    Strength (mph) 0.99

    After the simulation, the grass still moves too fast. I've also tried extreme mph values as an attempt to hone in on the sweet spot, but can't achieve a light breeze even at less than 0 mph. Also, once I run the simulation, the program crashes when I try to save the scene file.  Any suggestions?

    Post edited by Mediahead on
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