Another dForce question
I've had this idea since dForce arrived, and tried to put it into practice the other day, of course it didn't work! So, to begin with, my main question is:-
Once you have done a simulation, can you then simulate again, FROM that simulation? Because when ever I tried, it reverted to it's original shape and place, thereby defeating the previous process. Now why the question.
My plan was, 2 dancers, the male dancer holding the woman up, over his head, by her hips, in a swallow type pose. His hands were to be on the skin of her hips, and the dress to hang over his arms.
Method 1. First, I had to get the dress up and out of the way for his hands. So I hid the man, used the parameters to revolve the woman upside down, just enough, so that when I simulated her dress it slid down her body to reveal her hips. Great. Then I planned to Revolve her back, un-hide the man, and simulate, allowing the dress to slide over his arms and down. Trouble was, even though I saved it, as I revolved her back to her original position, the dress started to deform completely out of shape the more I moved her??
Method 2. Keeping the woman in the swallow type position, I hid the guy, created a fan, and blew her dress up her body. GREAT!! Un-hid the guy, and saved the scene, but even so, when I simulated the dress, it went BACK to it's original shape and position!!
I gave up after that. So, please tell me I was doing something wrong, and that what I was doing should have worked but......
Can you really not simulate from a previous simulation, without it reverting back?
Cheers
Gray

Comments
That is one of the problems with D-force.
There are a couple of ways I'd try to handle this.
First, I'd use an animated drape (which you don't say whether or not you're doing) because it allows more pose changes as you drape.
Next, I'd try using the skirt bones (assuming it has any) to move the skirt out of the way of his arms before starting the drape, unless this will deform the initial skirt shape too much for your purposes.
A different option would be to do the initial drape, export the dress as an obj, re-import that and then you can drape again, but you'll loose all rigging and basically be draping the dress as a dress shaped sheet (you can still have the dress on the girl, but if you need to change her arm pose, for example, and the dress has sleeves, it won't move with her.
You could try importing the simulated obj as a morph for the original clothes with Morph Loader, that way you would keep the original rigging / settings.
I would be inclined to combine this with doing an animated drape, as DaWaterRat suggested.
It's frustrating that dForce always goes back to the original shape when simulating, but a lot can be done using the Animated Timeline. Instead of hiding the man, move him out of the way, then move him into position once the hips are revealed. It will take a bit of trial and error, but you should be able to work out the timing and get the look you're going for.
As for "importing the simulated obj as a morph for the original clothes with Morph Loader," I do wish someone would do a step-by-step, detailed instruction post. I've been able to do this with other objects, but I've yet to get this to work with dForced items. Other people are, so obviously, I'm doing something wrong.
I would try it with primitives, as usual.
As Sheldon Cooper would say: "Fun with primitives!"
To turn a simulation into a morph:
That should now give you a morph that will put the dForce item in the same state as the simulation.
Thank you, Richard!
It was the "Reverse Deforations" setting that was causing me trouble... I couldn't find it! Most folks would say to set it to yes, but you're the first I've seen, in the many dForce threads, to explain where to find that setting.
Now if I can just remember where it is the next time I want to save a dForce morph!
Lots to do now!!
I want to thank Richard, again, for the step-by-step instructions to turn a simulation into a morph. (Scroll up a couple of posts.) Two things were tripping me up: forgetting to set the object to Base Resolution, and locating the "Reverse Deformations" option I kept reading about. Thanks to his instructions, I was finally able to create a morph from a simulation.
I also used his steps to create an expanded step-by-step with screenshots on my dForce page in the Art Studio forums. If anything about Richard's step-by-step leaves you scratching your head, Give this one a try.
Thank you, Richard.
