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Hmmm, studio crashed, now the artemis moon dress_dyn is showing up in the cloth panel this time. Must have been glitched out or something. Now to see if I can get it to simulate at all :D
That was a horrible cloth item to choose I think lol. I am trying something a bit more simple and welded now, draping is kinda slow on my old i5 rig unfortunately, but it seems to be working very well though. If only it worked on hair well lol. The ones I tried fell to pieces of course :D
Try not to pick items that are very high poly, around 20-40K of polys should be enough. Too few and the clothing will not drape well, too many and the simulation will run at a crawl.
Is it possible to use Dyn on conforming clothes on a figure that's already posed? I'd like to avoid using the timeline to do the draping
Jeremy: Yes. I've been relying on that, since the Dyn thing doesn't preserve/create rigging. So I pose it, convert it, then drape to get it to settle more nicely.
That is, pose the clothing as you want it, click edit > Figure > Rigging > Convert to prop, then run the script on it. (I sometimes duplicate the original outfit so I have a copy in case I need to redo this)
In some cases this doesn't work. Like, I did Medieval Robes and the stupid pose and conforming had sleeves clipping through each other and the body horribly. In that case I pretty much needed to go to an animated drape.
Have you recently updated Daz? Since you bought the addon; maybe an update broke it?
There's a good decimator modifier for Blender (I've taken poly count down from over100k to just over 10k.); If you need it, I can walk you through the process. Most of the clothes I've looked at so far can be decimated, some very successfully.
Hell, due to this app I've bought a clothes item for the first time for many months, and added a couple of others to the wish list.
I was already enjoying Wilmap clothing, but this makes those clothes even cooler. (Fit Control is another good one for adding control over clothing)
Yes, if you can get it to fit by positioning; the draping process will manage some repositioning, but not a lot. It's trial and error to figure out what will and wont work.
thanks all... I'm going to give it a try. Going to go through some old files and see if anything can drape better. :-)
Oh and sometimes, it can help after you start the drape to immediately stop it when it 'does something' then start it again; the first one or perhaps two seconds can seem to show excessive stretchiness.
Noted :) Thanks
Clothes seem to be easier to decimate than most other things (like the base caracter meshes).
Something else that seems to work nicely...check and see if the clothing item is loading at 'hi res'. If it is switched to 'base' resolution and draped, it can be flipped back to high, after the sim is 'frozen'. That gives the speed of the lower poly sim, but the look of the higher poly mesh.
MjC: Yeah, and you can use collision/smoothing to help some of the possible poke through.
My usual approach is set everything to base, do draping and freeze, then set everything where I want and add smoothing and possibly a push modifier to get a final adjustment.
Yeh I just reduced a base character with the vert dissolve as that was good enough to use as a dummy.
And yeh usually easier. I've been working on a bra; I've remodelled it so extensively that there is probably no original mesh there. Getting the straps, metal buckles and main bra all connected and to look good when actually posing was interesting, to say the least. Just some stretching to iron out (no pun actually intended) in the straps. No idea why UV > Minimize Stretch is resolutely refusing to cooperate. Left it for nearly five minutes while it tweaked and adjusted UVs.
And they still stretch...sometimes i think that just 'locking' a simple, off-white/pastel solid teture with a slight 'ribbing' bump/normal/displacement map that is going to look pretty much the same, no matter how much stretching happens is the best thing for items like that.
Some random thoughts:
- never try a draping on a posed figure if it's a pose where e.g. limbs go near or intersect with torso-parts; I find this also true in Marvelous Designer, although one can adjust parts of cloth while draping
- always start with unmorphed figure and scale 100% if using a cloth which was made for this figure
- pose the figure on frame 20 to your desired end-pose (for stills) and hold this pose till frame 30; try to pose in-place (no translation or rotation of figure/hip if not needed for the pose)
- always start with the pose the dyn-cloth was modelled for (in DAZ mostly T-pose), scale cloth so it doesn't intersect with body-parts, it the cloth is rigged, adjust parts to better fit the figure, drape a single frame, so the cloth fits, than drape in animation mode, if it's not okay on frame 30 switch to single frame and drape as long as it gives improvements
- always adjust "collide with": only include collision-objects which will collide with cloth
- freeze, smoothing modifiers and pinning are already mentioned in this thread
- after reading the docu of Optitex mentioned in this thread I wonder, if negative "Shrink X%" and "Shrink Y%" will help on not body-tight cloth if figure is larger than the cloth was modelled for
Anyone tried the not-to-be-mentioned script with obj exported from Marvelous Designer?
And for the not so far future (opposed to "soon") I guess the cloth (and hair) sym by VirtualWorldDynamics will change the whole dynamic clothing situation. See this thread on Carrara: http://www.daz3d.com/forums/discussion/59722/interested-in-a-new-cloth-sim-plug-in-for-carrara-please-show-your-support/p1. I'm following the development of this simulation program since it's beginning on a discussion thread at Rendo and the processing is astonishing. Read those things and begin pressing for a DAZ-solution, which maybe is already in the making.
edit: two more random thoughts
- when having layered clothing and using the smoothing modifier, always use multiple collision-objects for smoothing
- be aware if you use Carrara: some dyn cloth saved in a Carrara scene file with break when loaded again, because the normals get mixed up; simply use Blender to correct the normals and re-import
Doesn't seem to work that way — I tried negative shrink values years ago, when I first got the full plugin, and it always makes the drape go berserk and crash. The usual advice is to scale the figure until the cloth sort-of fits, run the drape, freeze the cloth, then return the figure to its original scale.
The 'shrink' factor only goes in a positive direction.
It is basically there, because in real life, this software is used to make real clothes and that shrink factor allows for things like seam allowances and such, so the pattern can be slightly larger than the finished garment.
Thanks. I just was wondering because positive thrinking works like a charm using tight-body-fit clothing made for M4 on G2M.
a) The dyn clothing control allows negative values. Why? There are other controls which are limited to only positive values. That's as simply naive as my naive former question.
b) "because in real life, this software is used to make real clothes": yeah, that's the reason I understand the whole point of the shrinking-parameter. It takes into account that whashing cloth lead to some shrinking these cloth and for that reason one can counterpart the unavoidable shrinking through washing with the skrinking parameters. And therefore I did some more thinking: some clothing tend after some washing not to shrink but to loosen, because the fibers loose their cohesion. I simply thought that if Optitex implement washing machine shrinkig they also implemented the other way.
c) "and that shrink factor allows for things like seam allowances and such, so the pattern can be slightly larger than the finished garment." I don't find the link to the Optitex clothing documentation in this thread anymore because I'm stupid. But I still remember that those shrink-stuff had in the documentation nothing to do with seams or patterns. But I should withdraw from this and concentrate on the future.
Yes, it actually covers all forms of pre-planned shrinkage, which would include various allowances.
http://www.optitex.com/Help/en/index.php/3D:Properties_-_V10#Shrinkage
And if you follow the Scale command link, there is where it talks about patterns and such.
Has anyone tried the Conforming to Dynamic clothing converter? Curious as to if it works effectively.
Yes, it works amazingly. It's not 100% perfect (clothes are not rigged, and sometimes 'clear drape' doesn't work so you have to reconvert, some clothes just sort of fall apart), but most stuff is great.
I'm particularly enjoying it for Wilmap clothing, which often lacks all the fiddly special fitting morphs/controls. Also for Medieval robes/cloaks/etc, which I've found are REALLY hard to work with normally. (The big, loose sleeves tend to clip horribly if you aren't very careful about posing)
Thanks.
Yep. As Will said, it's not 100% perfect, but as long as the clothes are properly welded and they don't have a lot of rigid sections (like high collars, for example) it works well enough. And where it's proven especially useful in making Poser dynamic outfits work natively in DS. :)
Ha. I hadn't unwrapped an material zone after changing it. All good now. I'm ok to post an image I think? The bra would cover anything appropriate, or maybe inappropriate. :)
Yes, as long as it isn't see through lace or something bras are enough clothing to count...