anyone tried dforce hair AND dforce clothes on the same figure?
in The Commons
In my (somewhat limited) experience with dForce, if two dForce garments cross during the simulation from default pose to final (this involved two different characters with dForce clothes) the clothing for both figures exploded. I haven't had issue with tops exploding with bottoms, but I'm not sure I've actually tried it. Now that we are seeing more dForce hair, I'm curious how usable they are, because I do like the outcomes I get when simulations don't explode :)

Comments
Tips that may work .. YMMV ...
Ensure the surfaces of the hair have a higher collion level than the surfaces they may interact with - not always a simple select all surfaces and use the dial to increase level as some hairs have multiple layers so need to be increased one surface at a time.
Make the hair invisible in scene, do the simualtion (for just clothes), set the clothing items to be Freeze Simualtion set On, via Pose settings, then make hair visible again and re-do the simulation, which should just do the hair.
I tried it a couple of times: some dresses explode, some don't. Mabel dress, for exemple, works fine to me. I'm planning to experiment with all the dForce cloths I have and make a list of which ones work.
All the time; works fine.
Simulate items seperately. Start with what is under something else; hair goes on top of everything as a rule.
I rarely use anything non-dforce.
ack. SPAM filter ate my notifications!
Thanks for the tips. @nicstt, I really do like dforce when it doesn't explode and have been playing around with adding dForce to non-dForce items (with varying degrees of luck). I should probably read up to see how to avoid explosions in these items that sell as dforce, because it obviously can be avoided.
The main thing to avoid clothing exploding is to avoid it getting trapped between two surfaces with nowhere to go. So for example, if a figure is sitting, allow a small space between the rear of the figure and the seat in which the cloth can exist. If a hand is resting on the hip, likewise allow a small gap between the hand and the hip. And watch out for intermediate stages whre the hand may not end up intersecting the body, but it moves through a part in order to get to where it will end up. In this case, set up an animated drape (if it is not already) and set up one or more intermediate poses so that the intersection does not occur. Then you will have much less chance of an "explosion" taking place.
What PhilW said, plus some more tips:
Simulate in layers, use the Freeze dForce option, hide everything that does not directly interact with the item. When you have several figures, do the sim for each figure separately.