Dynamic clothing tips

12345679»

Comments

  • RAMWolffRAMWolff Posts: 10,343

    I finally tried out DynCreator... did not have good results.  I guess I need a tutorial on how to use that the Dynamic Clothing control better.  It was for a pair of pants I made for Dusk, they are bellbottoms and wanted some really nice draped look to them but didn't do much of anything actually.  I'd guess they were denim material wise.  Spent a couple of hours trying different drape settings.  Some actually caused error messages to pop up so eventually I gave up.  So really hoping that one of these new ventures that are being worked on will be the ticket for me. 

  • zaz777zaz777 Posts: 115
    RAMWolff said:

    I finally tried out DynCreator... did not have good results.  I guess I need a tutorial on how to use that the Dynamic Clothing control better.  It was for a pair of pants I made for Dusk, they are bellbottoms and wanted some really nice draped look to them but didn't do much of anything actually.  I'd guess they were denim material wise.  Spent a couple of hours trying different drape settings.  Some actually caused error messages to pop up so eventually I gave up.  So really hoping that one of these new ventures that are being worked on will be the ticket for me. 

    The UV set that is active when running a simulation is very important in determining how well an object works in the optitex plugin.  If there is any stretching at all in the UV, the item is likely to do "Bad Stuff (TM)" when you run the simulation.

    I've found that if I do a default/simple unwrap in blender, i.e. U->Unwrap possibly after setting up some seams, of the entire object, I get better results than if I attempt to manually unwrap an object or use the UVs that come with most objects.

    Remember, in both blender, as well as other modeling apps, and DS, you can have multiple UV sets.  So, its possible to use one UV set to run the simulation and then another to actually render.  This can be useful if you already have textures for an object and just need a UV layout without stretching to run the simulation.

    The first update to DynCreator tried to fix UVs, but apparently wasn't very successful in many circumstances.  The second update added the option to keep your UVs or use its generated UVs.  If I make my own UV set(s) and use them on an object for the simulation, I get much better results than if I use the DynCreator created UVs.  Make sure you're either using the original DynCreator or an updated version that asks you about UVs when you run it.

    The optitex plugin doesn't work well with scaled objects and it uses the UV layout to map an object's mesh to the swatches of "cloth" used to "make" the object.  If there is distortion in the UV layout, the plugin uses that initial state to create stresses in the cloth that probably really shouldn't be there.

    You can normally see UV stretching if you put a grid/checkerboard texture on an object.  If the squares aren't all the same size and/or aren't square everywhere, the optitex plugin isn't very likely to generate good results.

  • Oso3DOso3D Posts: 15,085

    Be sure to check the collision list and that the new dynamic outfit isn't colliding with the original clothing item. Done that dozens of times... if nothing appears to be happening, that's almost certainly why.

     

     

  • WillowRavenWillowRaven Posts: 3,787

    Is the garment 'fit to' the figure? I know the instructions say to do it, but I get better results when I don't. When I just let the collision settings keep it on the figure.

  • zaz777zaz777 Posts: 115

    Is the garment 'fit to' the figure? I know the instructions say to do it, but I get better results when I don't. When I just let the collision settings keep it on the figure.

    It can be useful to "fit to" the model that is wearing the clothing once, and then "fit to" none immediately after.  This is because deep under the covers, the optitex plugin associates the clothing with the model which will allow you to use the "All cloth on model" option when you run the simulation.

    Beyond that, I think you are correct in that it is better to not have the clothing "fit to" the item and just let the simulation take care of the draping.

  • zaz777zaz777 Posts: 115

    Here's a tip I've thought about writing up in a tutorial, but really haven't had the time to do it right.  I'll outline the process, but don't have time to deal with pictures and examples to really explain the process as well as I'd like.  I don't expect the idea is completely new, but I haven't seen anyone else mention it.

    You can use DynCreator and optitex to provide collisions for multiple objects with things like cushions, pillows, mattresses, etc.  The obvious way to do this is to set the "Internal Pressure" parameter on the Preferences pane to something high, like the max value of 100.0.  However, if you simply do that, your cushion/pillow/whatever will simply blow up like a balloon, which probably isn't the result you want.

    Here's what I do to get around that:

    1. Create your object in your favorite modeling app with a mesh that is dense enough to properly collide and a UV set that doesn't have any stretching in it.
    2. Create a second object with a similar mesh density that is the "at rest" shape of your first object.  Make this one a little bit bigger than the first object.
    3. Get both into DAZ Studio in such a fashion that the objects are at 100% scale, i.e. no scaling other than the default.
    4. Run DynCreator on the first object.
    5. Delete the first object, keeping the dynamic copy of it.
    6. Optional: Save the objects as Figure/Prop Assets.
    7. Optional: Parent the second object to the dynamic version of the first object.
    8. Verify that the dynamic version of the first object is completely contained within the second object.
    9. Optional: Turn off visibility of the second object.
    10. In the Dynamic Clothing pane, on the Preferences tab, set "Internal Pressure" high.  I normally use 100.0.
    11. Optional: Save the parented pair of objects as a Scene Subset if you're going to use them in more than one scene.
    12. Set the "Collide With" list to only include the second object and run one or more static simulations until it becomes stable, i.e. no or very little movement.
    13. Add your bowling ball or character(s) to the scene and change the "Collide With" list to include the new objects as you see fit.
    14. Drop your bowling ball on your mattress, sit your character on the couch or lay your character's head down on your pillow and do your "draping" with the plugin.  You may need to do one or more static or animated simulations to complete this.

    I've left a few basic "optitex" things out, like how to run a simulation, when to use static and/or animated simulations, etc.  The important parts of the process are creating the containing/collision object (the second object) and using the "Internal Pressure" parameter.

    One other thing.  I've noticed that while the "Internal Pressure" parameter is saved and restored on load, it doesn't appear to actually be set internally.  Changing the value to 99.9 and then back to 100.0 normally solves that.

  • SpottedKittySpottedKitty Posts: 7,232

    Be sure to check the collision list and that the new dynamic outfit isn't colliding with the original clothing item. Done that dozens of times... if nothing appears to be happening, that's almost certainly why.

    Heh, yes, that's something I didn't immediately notice now that I've started experimenting with DynCreator. I have a few outfits converted and saved now, but I'll have to do some more playing around to see if I can fix the ones that either fall apart or go into a non-stop shrink cycle until the drape crashes.

    I can see this is going to be fun... if it doesn't drive me round the bend first.       

  • RAMWolffRAMWolff Posts: 10,343
    zaz777 said:
    RAMWolff said:

    I finally tried out DynCreator... did not have good results.  I guess I need a tutorial on how to use that the Dynamic Clothing control better.  It was for a pair of pants I made for Dusk, they are bellbottoms and wanted some really nice draped look to them but didn't do much of anything actually.  I'd guess they were denim material wise.  Spent a couple of hours trying different drape settings.  Some actually caused error messages to pop up so eventually I gave up.  So really hoping that one of these new ventures that are being worked on will be the ticket for me. 

    The UV set that is active when running a simulation is very important in determining how well an object works in the optitex plugin.  If there is any stretching at all in the UV, the item is likely to do "Bad Stuff (TM)" when you run the simulation.

    I've found that if I do a default/simple unwrap in blender, i.e. U->Unwrap possibly after setting up some seams, of the entire object, I get better results than if I attempt to manually unwrap an object or use the UVs that come with most objects.

    Remember, in both blender, as well as other modeling apps, and DS, you can have multiple UV sets.  So, its possible to use one UV set to run the simulation and then another to actually render.  This can be useful if you already have textures for an object and just need a UV layout without stretching to run the simulation.

    The first update to DynCreator tried to fix UVs, but apparently wasn't very successful in many circumstances.  The second update added the option to keep your UVs or use its generated UVs.  If I make my own UV set(s) and use them on an object for the simulation, I get much better results than if I use the DynCreator created UVs.  Make sure you're either using the original DynCreator or an updated version that asks you about UVs when you run it.

    The optitex plugin doesn't work well with scaled objects and it uses the UV layout to map an object's mesh to the swatches of "cloth" used to "make" the object.  If there is distortion in the UV layout, the plugin uses that initial state to create stresses in the cloth that probably really shouldn't be there.

    You can normally see UV stretching if you put a grid/checkerboard texture on an object.  If the squares aren't all the same size and/or aren't square everywhere, the optitex plugin isn't very likely to generate good results.

    Hi,

    Thanks for the info.  Much appreciated.  My UV's are good, they have to be as I like the option for my user base to use shaders.  I think what may be the issue is that there are added in bits that really need to be draped with the pants like the back pockets, the false front pocket and of course the buttons.  The buttons seem to stay stiff so that's good at least.  So below is a screen grab of the UV's.  I'm a material zone queen, love material zones as they make everyone's life easier in the long run.  BUT perhaps this is a bit too much for this plugin to deal with?  If so what would be a good alternative UV to go with, such Planar?

    Thanks for the help in understanding this more...

     

    DuskPantsUVScreenGrab.jpg
    868 x 869 - 151K
  • zaz777zaz777 Posts: 115
    RAMWolff said:
    zaz777 said:
    RAMWolff said:

    I finally tried out DynCreator... did not have good results.  I guess I need a tutorial on how to use that the Dynamic Clothing control better.  It was for a pair of pants I made for Dusk, they are bellbottoms and wanted some really nice draped look to them but didn't do much of anything actually.  I'd guess they were denim material wise.  Spent a couple of hours trying different drape settings.  Some actually caused error messages to pop up so eventually I gave up.  So really hoping that one of these new ventures that are being worked on will be the ticket for me. 

    The UV set that is active when running a simulation is very important in determining how well an object works in the optitex plugin.  If there is any stretching at all in the UV, the item is likely to do "Bad Stuff (TM)" when you run the simulation.

    I've found that if I do a default/simple unwrap in blender, i.e. U->Unwrap possibly after setting up some seams, of the entire object, I get better results than if I attempt to manually unwrap an object or use the UVs that come with most objects.

    Remember, in both blender, as well as other modeling apps, and DS, you can have multiple UV sets.  So, its possible to use one UV set to run the simulation and then another to actually render.  This can be useful if you already have textures for an object and just need a UV layout without stretching to run the simulation.

    The first update to DynCreator tried to fix UVs, but apparently wasn't very successful in many circumstances.  The second update added the option to keep your UVs or use its generated UVs.  If I make my own UV set(s) and use them on an object for the simulation, I get much better results than if I use the DynCreator created UVs.  Make sure you're either using the original DynCreator or an updated version that asks you about UVs when you run it.

    The optitex plugin doesn't work well with scaled objects and it uses the UV layout to map an object's mesh to the swatches of "cloth" used to "make" the object.  If there is distortion in the UV layout, the plugin uses that initial state to create stresses in the cloth that probably really shouldn't be there.

    You can normally see UV stretching if you put a grid/checkerboard texture on an object.  If the squares aren't all the same size and/or aren't square everywhere, the optitex plugin isn't very likely to generate good results.

    Hi,

    Thanks for the info.  Much appreciated.  My UV's are good, they have to be as I like the option for my user base to use shaders.  I think what may be the issue is that there are added in bits that really need to be draped with the pants like the back pockets, the false front pocket and of course the buttons.  The buttons seem to stay stiff so that's good at least.  So below is a screen grab of the UV's.  I'm a material zone queen, love material zones as they make everyone's life easier in the long run.  BUT perhaps this is a bit too much for this plugin to deal with?  If so what would be a good alternative UV to go with, such Planar?

    Thanks for the help in understanding this more...

     

    You're welcome.

    I haven't worked with items that have pockets or buttons, but I would expect that if everything is UV mapped well, that you should be able to get a good drape from the optitex plugin.  I'm more confident about the pockets than the buttons though.

    Its hard to tell from the attachment, but it appears that you either have really big pockets on those pants or that the scale of the UV mapping for the pockets is different from the rest of the pants.  Have you checked the UVs with a grid/checkerboard pattern yet ?  If so, what does it look like ?

    I can't over emphasize the importance of perfect UV maps when it comes to optitex.  Much stretching or different parts at different scales is going to mess up the drape.  I banged my head against the wall for a long time trying to make dynamic hair, furniture and all sorts of other items until I stumbled on that.

    By perfect, I mean that there is no stretching and everything takes up a proportion of the UV map that is similar to the size it takes up on the mesh.  Lets pretend that your texture is a square yard of cloth.  It appears that the back of your pants are on the left side of the image with the rear pockets below.  Since our "cloth" is 3 feet by 3 feet, it'd appear that one of your rear pant legs takes up about 6 inches by 24 inches of the cloth.  Each of the pockets appear to take up about 7 inches by 9 inches of cloth.

    If I'm correct in assuming that those pockets on the bottom left need to fit on the pant legs above them, it appears to me that you've given them too much area propertionally in the UV map when compared to the pant legs. If that is actually the case, you'll definitely have problems getting that to drape correctly.  I'd expect the optitex plugin to blow up the pockets because its going to try to make them take up as much area, relative to the other parts of the mesh, as they do in the UV map.

    The easiest way to see this would be to bring the pant mesh into your favorite modeling/UV mapping app.  I use blender which can make a UV grid/checkerboard image (New Image, then change the choice list from Blank to UV Grid).  If you don't use blender, just grab your favorite image app and generate a grid of squares at a reasonable resolution.  Examine the model with that grid texture mapped to it and all the squares on the entire model should be the same size and not be distorted in any way.

    If you look at the attached image below, you'll see that the cube on the right has a "perfect" UV map.  All the squares of the grid are the same size and they are all square.  The cube on the left has two problems.  The left face is mapped correctly, but it takes up a proportionally larger part of the texture than the other parts of the cube, making the details of the texture, the sqaures in this case, smaller.  The right front face of the left cube has distortion in it.  I moved on vertice to the right in the UV map.

    The cube on the left would do funky things if it was tossed at the optitex plugin.  The cube on the right would behave well and promptly deflate into a pile of cloth on the floor.

    If you're mildly experienced with blender, its pretty easy to make a "perfect" UV map, especially if you've ever done any sewing.  Other modeling apps have similar functionality, so the steps below could be applied with some changes.

    1. Get the model into blender.
    2. With the model selected, hit TAB to go into edit mode.
    3. Everyplace you want a seam, i.e. think of a sewing pattern or look at how a pair of your pants are constructed, select the edges of the model and press CTRL-E->Mark Seam or via the menu as Mesh->Edges->Mark Seam.
    4. WIth all of the seams marked and still in Edit mode, make sure all vertices are selected (press A once or twice) then press U->Unwrap or via the menu Mesh->UV Unwrap->UV Unwrap.

    To verify you don't have any stretching or scaling issues, in the UV/Image editor, you can click New and then select the UV Grid option in the popup window to generate a grid for you.  If you switch the 3D View's Viewport Shading Mode to Texture, you can preview right in blender.

    You can also export the model to Wavefront OBJ format and then in DS, load only the new UV set via Edit->Figure->Geometry->Load UV Set.  That way, you can save any textures you've already made by using your original UV set and then use the new UV set for draping only.

    Bad UV Example.png
    800 x 400 - 156K
  • RAMWolffRAMWolff Posts: 10,343

    Interesting.  Just resizing the pockets, belt loops, buttons and fake front pocket UV's and saving that out as an alternative "Drape" UV for the pants seems to be working just fine now. 

    Now I just need some settings that are not going to cause the pants to drape off of the body!  lol  That was interesting!  ;-)~

  • Oso3DOso3D Posts: 15,085

    You might want to try a dense plane intersecting the body's waist to collide with, to help keep the pants up. (Basically 'pinning')

     

  • zaz777zaz777 Posts: 115
    RAMWolff said:

    Interesting.  Just resizing the pockets, belt loops, buttons and fake front pocket UV's and saving that out as an alternative "Drape" UV for the pants seems to be working just fine now. 

    Now I just need some settings that are not going to cause the pants to drape off of the body!  lol  That was interesting!  ;-)~

    Yep, "perfect" UVs are important for draping with the optitex plugin.  You have to remember that Optitex's expertise lies in a precise simulation of cloth and clothing for the fashion industry.  The UV map and cloth analogy are important for that type of application.  In the more general world of 3D rendering, the heavy reliance on the UV map for that type of information is a short coming.

    As to keeping your pants on your model, two solutions come to mind.  First, if your belt is really acting as a belt, just increase the Friction parameter on that material zone in the Panel panel of the Dynamic Clothing pane.  If your model has a waist and the belt is around them, that might solve the problem.

    Another option is to use some primitives that aren't visible for the render.  I generally use cylinders as pins, but any shape can work.  Make two cylinders with a reasonable number of polygons in them.  Have one go through the hips of your character horizontally from the left to the right and the other from the front to the back.  Parent them to your models hips or pelvis and set your pants' Collide With list so they collide with the cylinders.  One cylinder might be enough, but the pants might sag in an unrealistic way.  More than two can be used as well, or a torus with some scaling or other distortions put in the belt loops.

    A few other things:

    • Lowering gravity to below 1.0 can help.  Sometimes I set it to 0.0 for the initial drapes to let any stored energy in the garment deplete before I do the real drape.
    • Lowering the Weight on one or more material zones in the Panel panel is similar to lowering gravity.  Changing either the gravity or the weight will make the simulation less physically accurate, but for a static render, their importance is much lower than for an animation.
    • I almost always have Face-Body Intersection turned on, it helps a lot with collisions as the collision algorithms used by the optitex plugin are less than optimal.
    • Lowering the Time Step (sec) parameter can also help with Single Frame simulations.  The default value of 0.01 is a time step of 1/100th of a second.  That's really not much time in a simulation like this.  The lower this is, the more precise the simulation will be and the better it will collide with any objects in the Collide With list.  You'll probably want to raise Iterations also if you lower this, but you can also just keep clicking the Drape button without much loss of precision.  I actually set this to 0.0012 and Iterations to 100 for most my simulations.
    • Increasing the Animation Sub-frames can be important if you're animating or doing an animated drape.  The default of 6 is pretty low.  When I've worked on other cloth simulators, I'd normally run 10 to 50 sub-frames.  Of course, more sub-frames means a slower, but more accurate simulation, so one needs to balance that.
  • RAMWolffRAMWolff Posts: 10,343

    I'll have to give these suggestions a try.  I did have some success but stopped the drape literally like 2 seconds into it to get the below results after a little clean up in ZBrush! 

     

    Groovy Before.jpg
    850 x 850 - 104K
    Groovy After.jpg
    850 x 850 - 107K
  • JeremyDJeremyD Posts: 265

    I have a set of basic stairs that I want clothing to drape on, but the clothes fall through the stairs. I'm guessing because it's the lack of geometry. Any way to have it properly collide? I tried increasing the sub division of the stairs in Daz but that doesn't seem to work. 

    Halllp!

  • JeremyD said:

    I have a set of basic stairs that I want clothing to drape on, but the clothes fall through the stairs. I'm guessing because it's the lack of geometry. Any way to have it properly collide? I tried increasing the sub division of the stairs in Daz but that doesn't seem to work.

    Two bits of information needed — what does the stairs model look like when you switch to Wire Shaded view? Dynamic cloth will only collide between the vertices of its own mesh and the vertices of the object it's draped over. This works best if both meshes have roughly similar mesh density; a high density cloth will tend to fall through a minimal mesh drape object no matter how high you push the SubD setting. And setting it too high can crash D|S.

    Also, what do you have selected in the Collide list for the dynamic cloth? The general principle is "less is better" — if the cloth is set to collide with only the stairs, the drape has a better chance of working. If you don't deselect anything in the Collide list (the default setting is "everything") there's a very good chance the drape will fail in any of several possible weird and wonderful ways.

  • MythmakerMythmaker Posts: 606
    edited September 2016
    zaz777 said:

    The UV set that is active when running a simulation is very important in determining how well an object works in the optitex plugin.  If there is any stretching at all in the UV, the item is likely to do "Bad Stuff (TM)" when you run the simulation.

    UV map perfection is important in any skinned clothing to ensure correctness after procedural patterns and texture map change...

    However

    UV map or UV set choice has nothing to do with how well any simulation objects work in Optitex plugin.

    UV, in fact, also has nothing to do with 5 other soft cloth simulators I've worked with in Carrara, IClone, Poser, or VWD.

    UV is not even important in those soft cloth simulators that uses RGB or alpha MAPS to control weight types and pins!

    In fact, a UV map is not required! Optitex will simulate an Optitex-ready mesh with NO UV!

    Think about that... 

    Don't believe me smiley 

    All of the above are easily verifed in a few simples steps....

    Take any Optitex-ed clothing type, official or DIY, delete the UV and return it to DS and see if if Optitex will simulate it! 

     

    I think there's a confusion here of Mesh Topology evenness with UV map spread evenness

    Specifically, a misconception that UV seams always coincide with actual mesh seams in every mesh modeling software. This is a common enough mix up btw, even among pros.

    Mesh seam UV seam relatioship is app dependent. Blender's behavior is unique/ subjective.

    ZBrushers with experience should know the difference, so I won't elaborate or bore...

     

    There is one universal fundamental factor across all simulators: mesh topology. Specifically two chief factors: evenness and seams (unimesh or unwelded).

    Most prefer unimesh (fully welded mesh), it's just good modeling practice for soft simulation. ..

     

    @RAMWolff

    Your UV mapping is good. Though Optitex doesn't even notice.....sigh...lol

    And to your doubt re: material/ surface groups - Optitex Control loves surface groups. Don't believe me, just take a peep at Optitex own products or freebies!

    And you probably know by now, you don't need to have UV at all to make Daz Surface groups for clothes/props, for Optitex sim, for, VWD, for anything! 

    Don't believe me, verify that in under 2 minutes....

     

    Tip for Optitex users:

    Download some professional quality Optitex freebies, notice Optitex's EVENLY SPREAD poly DISTRIBUTION.

    And the SIZE of the polys. 

    Then the Material Groups choices.

    Then the Fabric Presets.

    Then...go play around with the values and sliders.

    But get the fundamentals right first. It'll save a lot of time and mental energy.

    Kendall has also dropped enough crucial tips on the basics already. Revisit what he said.

     

    Optitex sim is not as hard to use and get good result - it's actually very simple and fast once you understand its characteristics.

    I'm happy to have both Optitex full version (courtesy of Dyncreator) and VWD in Daz Studio. Without these I wouldn't come back here to play! 

    Cheers

    Post edited by Mythmaker on
  • Oso3DOso3D Posts: 15,085

    For the curious: https://github.com/wjakob/instant-meshes

    Allows easy retopo to get nice, even meshes at whatever density you want. And it's free.

    (I've used it to, for example, get evenly distributed mesh on spheres, woo)

     

  • JimbowJimbow Posts: 557
    Mythmaker said:
    Take any Optitex-ed clothing type, official or DIY, delete the UV and return it to DS and see if if Optitex will simulate it!

    Pretty sure DS adds a UV on import. Nothing fancy, but something that shows up as default under the surface material. I'm not sure how Optitex can calculate weft and warp unless it's in global coordinate space.

  • MythmakerMythmaker Posts: 606
    edited September 2016
    Jimbow said:
    Mythmaker said:
    Take any Optitex-ed clothing type, official or DIY, delete the UV and return it to DS and see if if Optitex will simulate it!

    Pretty sure DS adds a UV on import. Nothing fancy, but something that shows up as default under the surface material. I'm not sure how Optitex can calculate weft and warp unless it's in global coordinate space.

    Any object in DS scene has a global coordinate

     

    It is not hard to verify if UV map matters to Optitex at all

    Anyone with any external tool can try:

    load a checked map to a static simulated Optitex dress (Tankdress is good and easy)

    change the UV map to something silly - like 12093 UV islands, or just disjointed nonsensical chunks

    import to replace existing UV

    simply redo a static sim, and see if new ultra disaster UV map produces the same exact beautiful simulation result as the previous perfect UV map

     

    Post edited by Mythmaker on
  • JeremyDJeremyD Posts: 265
    JeremyD said:

    I have a set of basic stairs that I want clothing to drape on, but the clothes fall through the stairs. I'm guessing because it's the lack of geometry. Any way to have it properly collide? I tried increasing the sub division of the stairs in Daz but that doesn't seem to work.

    Two bits of information needed — what does the stairs model look like when you switch to Wire Shaded view? Dynamic cloth will only collide between the vertices of its own mesh and the vertices of the object it's draped over. This works best if both meshes have roughly similar mesh density; a high density cloth will tend to fall through a minimal mesh drape object no matter how high you push the SubD setting. And setting it too high can crash D|S.

    Also, what do you have selected in the Collide list for the dynamic cloth? The general principle is "less is better" — if the cloth is set to collide with only the stairs, the drape has a better chance of working. If you don't deselect anything in the Collide list (the default setting is "everything") there's a very good chance the drape will fail in any of several possible weird and wonderful ways.

    thanks for the help----that definitely seems to be the case, the plane that I converted to a dynamic cloth looks way more dense. Is there a way to increase the stair's density? I attached a screenshot 

    Also here are the stairs I'm using from ShareCG
     http://www.sharecg.com/v/72653/browse/21/DAZ-Studio/Shifting-Images-Free-Stuff-Simple-Stairway

     

    stairs.jpg
    1441 x 902 - 487K
  • SickleYieldSickleYield Posts: 7,649
    edited September 2016

    Add SubD from the little button at the top of the Scene Tab and use Loop or Bilinear, so it doesn't freak out on the shape?  If they're from ShareCG they're probably not beveled so using Catmark may make them weirdly rounded.

     

     

    Post edited by SickleYield on
  • JeremyDJeremyD Posts: 265
    JeremyD said:

     

    Add SubD from the little button at the top of the Scene Tab and use Loop or Bilinear, so it doesn't freak out on the shape?  If they're from ShareCG they're probably not beveled so using Catmark may make them weirdly rounded.

     

     

    thank you!! that did it. when I was trying SubD before it was turning the stairs into weird ovals, but changing it to BiLinear preserved the shape

     

    stairs2.jpg
    1343 x 885 - 809K
  • evilded777evilded777 Posts: 2,482

    Any good tips for keeping items on top?

    I'm trying to use the fantasy robe and the tunic (even the toga) and no matter what I do the robe passes through the items below them and I end up with a horrid poke through mess.

  • Any good tips for keeping items on top?

    I'm trying to use the fantasy robe and the tunic (even the toga) and no matter what I do the robe passes through the items below them and I end up with a horrid poke through mess.

    I often use 'apply smoothing modifier' and adjust the collision in parameters. I even do that for non dynamic items.

  • SimonWMSimonWM Posts: 924
    edited September 2016

    Just bumped into this thread, not sure if anyone has posted it yet but here's a link to a bunch of DAZ Optitex tutorials in Martin's website:

    http://www.optitex-dynamiccloth.com/forum/viewforum.php?f=3

    Also my old tips & tricks forum thread:

    http://www.daz3d.com/forums/discussion/40199/tips-and-tricks-of-daz-studio-optitex-dynamic-clothes/p1

    Finally a couple of my videos (pardon my congested voice, I had a bad cold:

    https://www.youtube.com/watch?v=9C3YuagxXn8

    https://www.youtube.com/watch?v=fZ4auwMLTRI

    Hope this helps.  :)

     

     

    Post edited by SimonWM on
  • Hello Everyone!

    Here is the question I did not find a descent Answer for it - How can you make dynamic shirt tuck into the pants?

    I found some tutorial with the Torus, but it did not worked well. Now the logical thing will be to create a Shell Geometry around the pants, Enlarge it's scale around the shirt, and than, using animation, decrease it. However, the shirt just goes through the shell (Which is fairly well poligonized). Can someone explain why or suggest another technique?

    Thanks!

Sign In or Register to comment.