dForce Simulation and Cloth Tearing

Hello everyone! I'm trying to do a sort of "Hulk-out" animation where a guy turns into a huge Hulk-like creature. I had an idea for a potential way to do a cloth tearing effect as he grows with dForce clothing. The steps for it are: 

  1. Simulate dForce up to the point where the clothes should rip (ex. frames 0 to 64)
  2. Use the geometry editor to hide a small strip of polygons where the rip should occur
  3. Continue the simulation from the next frame, possibly adding more tears as it goes (ex. starting from frame 65 and ending at 100)

The issue with this is, if I tell DAZ to only simulate to a certain frame, then try to simulate another frame range later in the timeline, it deletes all previous simulation data from the last range you told it to simulate. I tried playing around with the settings to see if I could get it to save the simulation data, but I haven't found the right setting. I have it set to not use the memorized pose, so there is no transition time. Does anyone have any ideas for how to fix this, or maybe another solution to the cloth tearing simulation overall? I was thinking of trying Houdini to simulate cloth tears, but I have no idea how I would then export the clothes back into DAZ with the sim data. Please let me know if anyone has any ideas, thanks! 

Comments

  • Richard HaseltineRichard Haseltine Posts: 108,063

    It isn't possible to literaslly save a simulation, the best you can do is turn the current state into a morph and use that as a starting point for a new simulation - but that would almost certainly be noticeably  gliitchy as it would lose all the information about energy and momentum from the earlier steps, it would just be starting from rest in the new shape.

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