Dynamic clothing tips

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  • CybersoxCybersox Posts: 9,271
    edited February 2016

    Had to dig around in my test files to find something I could post.  This is the dress from the Aether Outfit for G2F rendered as a dynamic item in DS. 

    Dynamic Test Aether.jpg
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    Post edited by Cybersox on
  • JeremyDJeremyD Posts: 265

    Using dynamic Poser clothing in Studio has made the dyn plugin completely worth it. 

  • Oso3DOso3D Posts: 15,085

    I was wondering how doable that was. Cool. ;)

     

  • JeremyDJeremyD Posts: 265

    I was wondering how doable that was. Cool. ;)

     

    It's really great. I've downloaded a bunch of free stuff off Rendo and some of them drape beautifully 

  • TheKDTheKD Posts: 2,711

     

    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.

     

    Everytime I convert a cloth I posed then propified(if that is really a word), the clothing item gots back to default size and tposed. Which is super annoying since most of my characters are smaller and thinner. Any idea what I might be doing wrong?

  • Oso3DOso3D Posts: 15,085

    I... no idea, I've never seen that.

    I'm clicking Edit > Figure > Rigging > Convert figure to prop. Is that how you are doing it?

     

  • TheKDTheKD Posts: 2,711

    Yep, at that point it stays posed. It's after I use the script to clothify it that it goes back to tposed.

  • algovincianalgovincian Posts: 2,664
    TheKD said:

    Yep, at that point it stays posed. It's after I use the script to clothify it that it goes back to tposed.

    You could try exporting as an obj to freeze the verts after you make it fit your character, then import it back in. Sometimes I think there may be some issues from some internal storage/caching. Also, name it something different and unique as DAZ can do some funky things when loading files (for example, load "x.duf" when you import "x.obj"). Also, export using surface names so you can re-apply the original materials.

    - Greg

  • nicsttnicstt Posts: 11,715
    edited March 2016
    TheKD said:

     

    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.

     

    Everytime I convert a cloth I posed then propified(if that is really a word), the clothing item gots back to default size and tposed. Which is super annoying since most of my characters are smaller and thinner. Any idea what I might be doing wrong?

    Turn subd to zero, start the sim, stop it when it hits 1% and then increase it if needed, otherwise let it run at zero. That's view subd not render subd you're zeroing.

    Edit for spelling.

    Post edited by nicstt on
  • nicsttnicstt Posts: 11,715
    edited March 2016

    An aiko ish style character I'm working on using G3; the two items of clothes were both converted. The shirt is a straight conversion, all I did in Blender was first remove doubles then use the decimate modifier to reduce the polly count. The underwear remodelled slightly, so had to redo the UVs, so created new shaders and mats.

    Both are G3 items, the shirt is UShirt, and the panties (weird using the American name for em) were Pusey Design.

    http://www.daz3d.com/ushirt-for-genesis-3-female-s

    I actually might buy clothes now there is a use for them, as previously I just made do (mostly) with the dynamic available. Indeed, I bought an item the other day, and have wishlisted two more items that I will need in a couple of months. Daz take note that at least one person very rarely buys clothes because there is no dynamics for them.

    As an aside: the Aiko-like character has scatter only on the skin, I've just done a scatter-transmit variation and think I prefer it; not much difference, but closer too the subtleties are more convincing. Yet still look stylised.

    Sadly, the one with another outfit I created, isn't this-sight friendly, but really shows the possibilities with just that script. Very much looking forward to the VWDynamics.

    G3 Aiko-ish 7i.png
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    Post edited by nicstt on
  • nicsttnicstt Posts: 11,715

    This is the first ever car I created, about five years ago.

    I just loaded it in as it had few polys than any of the others I've done. The one in my sig has about six million. :)

    Some interesting affects on 'hard-surfaced' models.

     

    Car-frame0.jpg
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    Car-frame10.jpg
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    Car-frame20.jpg
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  • Oso3DOso3D Posts: 15,085

    It might be a fun way to do exploding items. Set gravity negative or wind or whatever, do a brief drape. heh.

     

  • mjc1016mjc1016 Posts: 15,001
    edited March 2016
    nicstt said:

    This is the first ever car I created, about five years ago.

    I just loaded it in as it had few polys than any of the others I've done. The one in my sig has about six million. :)

    Some interesting affects on 'hard-surfaced' models.

     

    Nice puddle of goo...

    Hmmm....need some watches.  (I'm having a Dali moment here....)

    Post edited by mjc1016 on
  • JeremyDJeremyD Posts: 265
    nicstt said:

    This is the first ever car I created, about five years ago.

    I just loaded it in as it had few polys than any of the others I've done. The one in my sig has about six million. :)

    Some interesting affects on 'hard-surfaced' models.

     

    hey that's pretty cool! Would make for some good surreal art. :P

    Also I don't know why it took me long to realize this, but you can still re-drape clothing even after you "Freeze" the simulation. Just re-convert it back to Dyn and it'll still work.

     

  • Oso3DOso3D Posts: 15,085

    ... holy poot, Jeremy!

    Wow. That blows my mind.

     

  • JeremyDJeremyD Posts: 265

    ... holy poot, Jeremy!

    Wow. That blows my mind.

     

    once in a while i'm helpful :P other times i'm just confused with a ton of questions lol

     

  • CybersoxCybersox Posts: 9,271
    edited March 2016
    JeremyD said:
    nicstt said:

    This is the first ever car I created, about five years ago.

    I just loaded it in as it had few polys than any of the others I've done. The one in my sig has about six million. :)

    Some interesting affects on 'hard-surfaced' models.

     

    hey that's pretty cool! Would make for some good surreal art. :P

    Also I don't know why it took me long to realize this, but you can still re-drape clothing even after you "Freeze" the simulation. Just re-convert it back to Dyn and it'll still work.

     

    Yep.  It can be incredibly helpful when you're doing complex interactions.   

    Post edited by Cybersox on
  • CybersoxCybersox Posts: 9,271
    JeremyD said:

    ... holy poot, Jeremy!

    Wow. That blows my mind.

     

    once in a while i'm helpful :P other times i'm just confused with a ton of questions lol

     

    Questions are good.  Since DAZ continues to ignore proper documentation of most of the advanced features of DS, frequently all we have to go on is the observations of others.  For example, after years of trying to figure it out, I'm still trying to work out the proper mechanics of using the weight map brush with deformers... I know it CAN be done, but...

  • nicsttnicstt Posts: 11,715
    mjc1016 said:
    nicstt said:

    This is the first ever car I created, about five years ago.

    I just loaded it in as it had few polys than any of the others I've done. The one in my sig has about six million. :)

    Some interesting affects on 'hard-surfaced' models.

     

    Nice puddle of goo...

    Hmmm....need some watches.  (I'm having a Dali moment here....)

    Good point, never occured to me; I'd like to think because I seldom freeze unless I'm creating the messy room, or for table cloths or curtains. Hmmm, I must find that curtain I made, maybe folks would find it useful.

  • nicsttnicstt Posts: 11,715
    JeremyD said:

    ... holy poot, Jeremy!

    Wow. That blows my mind.

     

    once in a while i'm helpful :P other times i'm just confused with a ton of questions lol

     

    Questions are good.  Since DAZ continues to ignore proper documentation of most of the advanced features of DS, frequently all we have to go on is the observations of others.  For example, after years of trying to figure it out, I'm still trying to work out the proper mechanics of using the weight map brush with deformers... I know it CAN be done, but...

    Yup it can be done - I believe, never tried. Seem to recall Richard giving someone an explanation recently.

  • nicsttnicstt Posts: 11,715

    It might be a fun way to do exploding items. Set gravity negative or wind or whatever, do a brief drape. heh.

     

    What I was wondering about when I created it was how realistic ice could be make to appear to be melting?

    I'm tempted to try.

  • Oso3DOso3D Posts: 15,085

    I wasn't thrilled with my attempts to have flowing water. An ice cube... the trick would be making sure the polygons don't fall apart? Hmm.

    The problem with ice is trying to get that puddling at the bottom... ooo! Maybe have the surface the ice is on move up, turn gravity off, and do an animated drape? So the lower bits pool out first? Something to try.

     

  • I wasn't thrilled with my attempts to have flowing water. An ice cube... the trick would be making sure the polygons don't fall apart? Hmm.

    The problem with ice is trying to get that puddling at the bottom... ooo! Maybe have the surface the ice is on move up, turn gravity off, and do an animated drape? So the lower bits pool out first? Something to try.

     

    Fluids would probably be way easier to simulate with blender's fluid simulation than trying to hammer a square peg in a round hole with dynamics.  SickleYield has a good Youtube tutorial on doing the fluid sim and importing the mesh into DAZ Studio.

  • Oso3DOso3D Posts: 15,085

    I find Blender extremely unpleasant, alas. But thanks for the tip.

     

  • JeremyDJeremyD Posts: 265
    edited April 2016

    Ahgh. This started happening to me using OptiTex. A lot of clothing that I make dynamic using Dyn now clips through my Genesis3 figure. This used to work for me and now it doesn't (I don't think I upgraded my OptiTex or Dyn files either.) I remember some threads mentioning this. Is there a fix?

     

    edit: restarted Daz and it works like it should. Go figure...

    Post edited by JeremyD on
  • marblemarble Posts: 7,500

    I can't find confirmation anywhere (this forum or elsewhere) but the Dyn script doesn't work with DS4.9 on a Mac. As I'm assured it does work with 4.9 for Windows, I can only assume it is the Mac that is the problem.

    Symptom: convert conforming (G2F) clothing to prop and then run the script. A Prop_dyn version is created but the Dynamic Clothing plugin (paid-for version) does not recognise it as dynamic cloth - tells me there is no cloth in the scene.

    Ah well, good thing it only costs $8 - anything more expensive and I would begging for a refund (which is not usually productive at that particular store).

  • kaotkblisskaotkbliss Posts: 2,914

    Since it's a Daz script, I would think that it does work with Mac as it's Daz interpreting the script not the operating system.

  • marblemarble Posts: 7,500

    I thought so too. But it doesn't work for me - unless someone can explain why it doesn't work but I think the mods might jump in with too much discussion of this product. I've been talking to people on another forum and I don't seem to be doing anything wrong or out of the ordinary.

  • kaotkblisskaotkbliss Posts: 2,914

    I just picked up the product last night as well so at some point today I'll extract it and see what I come up with.

  • DollyGirlDollyGirl Posts: 2,700
    marble said:

    I thought so too. But it doesn't work for me - unless someone can explain why it doesn't work but I think the mods might jump in with too much discussion of this product. I've been talking to people on another forum and I don't seem to be doing anything wrong or out of the ordinary.

    What I found is that sometimes I had to go to the Panel tab in the Dynamic Clothing window and click on selection to bring the object up in the list. Once I did that it would work. Not sure if this will help you on the Mac. I am on Windows 10.

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