Auto-Fit Collisions - Hands on Hip Breaking Mesh

sandmanmaxsandmanmax Posts: 992
edited March 2016 in The Commons

When I try to pose G3F with her hand on her hip, the auto-fit dress ends up with poke-thru.  If I move her hand away, the dress fits again.  I think this might have something to do with collision, but I can't see any way to set it to ignore the hands.

 

 

Post edited by sandmanmax on

Comments

  • XoechZXoechZ Posts: 1,102
    edited March 2016

    Unfortunately you cannot. The way you have solved it, is the only way. You have to move the hand far enough away so that it does not break the mesh, but keep it close enough to make it look like laying on the hip. This is some fiddling around sometimes, but you will get used to it.

    In your case (attached image), leave the hand as it is, and try to bring the fingers a bit closer to the hip.

    Post edited by XoechZ on
  • thd777thd777 Posts: 945

    One way around this problem is to put a bodysuit (without gloves) on the figure and have the dress collide with that instead of the figure. Then set the body suit invisible.

    Ciao

    TD

  • Oso3DOso3D Posts: 15,085
    edited March 2016

    Yeah, bodysuits are a great way around a lot of this.

    ('this' being autofit problems generally)

    Another tip: if you add a tiny bit of a dial on the figure, the dial will appear on clothing (you will have to Show Hidden). Then you can dial it in MORE, to create a different effect.

    This is one way I try to get around the 'shrink wrap boobs' effect -- put Flatten or Breast gone morph a tiny bit, do it more on the body suit, then scale the body suit as appropriate, then fit clothing to the body suit.

     

    Post edited by Oso3D on
  • sandmanmaxsandmanmax Posts: 992

    Thanks everybody.  I was shaking my head on this one, thinking there had to be a better solution than "close enough".  I'll try the body suit thing.

  • Ghosty12Ghosty12 Posts: 2,080

    What would have been cool is to have Autofit work like Dynamics do in that in Dynamics you can tell what part of the body you want to clothing to collide with..  There is actually a what I would say better way of sorts but requires some tools for it to work..

  • Ok folks clarification here.

    The issue has nothing to do with "auto-fit"

    It has to do with the SMOOTHING Modifier.

    Two things about the smoothing modifier.

    First when doing a setup Turn it off to see where the poke through is actually happening. and adjust accordingly. This will also save a bit of time as you wont be wasting processor cycles as the software figures out the modifier.

    Sometimes you can't adjust to get it to eliminate the poke properly. You can however drop a couple D-formers on it to fix the problem.

    Second, smoothing modifers sometimes create spots of thin mesh, where you almost get poke but not quite when rendering. Same fix.

     

    As far as the body suit fix, try a geometry shell instead. a bit simpler and adds a couple options the body suit doesn't. and it's free.

    There are a few problems with either the body suit or geometry shell method and in some cases you'll still need to break out the d- formers to fix.

  • riftwitchriftwitch Posts: 1,439

    One thing I've found works well, if the pokethrough isn't too big of an area, is to fix it with postwork. I'm no wizard with postwork, but I'm beginning to learn. Another trick that can work in some cases is to change the pose or camera angle; rather than fight to eliminate the problem area, simply make sure it won't show in the render.

  • Oso3DOso3D Posts: 15,085

    DrunkMonkey: The problem with a geoshell is that autofit ignores any push modifier, and you can't fit to a geoshell. You can have collision to the geoshell instead of the base figure, but that's not terribly different from just putting a push modifier on the clothing (which is another option to try!).

    Another (free) option is to Show Hidden and scale up portions of the clothing.

     

  • kaotkblisskaotkbliss Posts: 2,914

    Another free option is to simply hide the skin that's beneath the clothes since it won't be seen at any angle anyway.

  • mambanegramambanegra Posts: 594

    Yeah, bodysuits are a great way around a lot of this.

    ('this' being autofit problems generally)

    Another tip: if you add a tiny bit of a dial on the figure, the dial will appear on clothing (you will have to Show Hidden). Then you can dial it in MORE, to create a different effect.

    This is one way I try to get around the 'shrink wrap boobs' effect -- put Flatten or Breast gone morph a tiny bit, do it more on the body suit, then scale the body suit as appropriate, then fit clothing to the body suit.

     

    I like this idea. Which bodysuit do you recommend having the best setup for doing this?

  • Oso3DOso3D Posts: 15,085
    edited March 2016

    http://www.daz3d.com/ultra-bodysuit-for-genesis-2-female-s

     

    I also have the Supersuit for Genesis, and it's awesome, but it isn't as useful for this specific thing.

    Ultra Bodysuit has a series of spandex morphs that easily smooth and reshape the chest (and also the buttocks).

    (I find Ultra Bodysuit is surprisingly versatile for mimicing all sorts of very normal clothes)

     

     

    Post edited by Oso3D on
  • mambanegramambanegra Posts: 594

    http://www.daz3d.com/ultra-bodysuit-for-genesis-2-female-s

     

    I also have the Supersuit for Genesis, and it's awesome, but it isn't as useful for this specific thing.

    Ultra Bodysuit has a series of spandex morphs that easily smooth and reshape the chest (and also the buttocks).

    (I find Ultra Bodysuit is surprisingly versatile for mimicing all sorts of very normal clothes)

    It has gloves. That doesn't mess up the hand stuff like the OP was experiencing? Or are they separate from the bodysuit?

  • Gerardo AlvinoGerardo Alvino Posts: 28
    edited March 2016

    As kaotkbliss says ...in this case from the Scene Tab, You can hide in G3F Figure the Pelvis node and Abdomen Lower node. In a blink of the eye all the poke-thru disappear. wink

    Post edited by Gerardo Alvino on
  • mjc1016mjc1016 Posts: 15,001

    The smoothing is working fine...but in this case the lack of 'self collisions' is really telling.  The fingers would indent the cloth where they touch...and the skin underneath it (to some degree), but without self collision, only the cloth is be deformed.

    Ideally having more controls and self collisions would be best...having control over offset distance and such would make it possible to tweak the fit to the specific pose/item.

  • I think this problem could be partially solved by implementing a layering "heirarchy" in smoothing - Something like hair over sweater over shirt over bra, etc.  This will not solve the hands on hip problem, but it is a start.

  • cosmo71cosmo71 Posts: 3,609
    edited March 2016

    When I try to pose G3F with her hand on her hip, the auto-fit dress ends up with poke-thru.  If I move her hand away, the dress fits again.  I think this might have something to do with collision, but I can't see any way to set it to ignore the hands.

     

     

    This is exactly one problem and one issue that meant when I suggested a smart collision detection with zones that can be checked or unchecked or body parts that can be checked or unchecked for collision detection. You get the same problem with Shirts and dresses if the arms are straight down (armpit region)

    Post edited by cosmo71 on
  • Try lowering the collision iterations - usually they are set @ 3 and I drop them down to 0 if possible and I often experience the same thing. I find this setting in the parameters pane when I click on the highest level of the clothing item – highest level to get me all option sliders. One slider is called Collision iterations. If that doesn't work - I fix it in photo shop post render.

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