dForce for sitting figure?
marble
Posts: 7,500
Hi,
I have tried several times to use dForce to drape clothing on a figure who is sitting - either on a chair or the floor. Every time I end up with an explosion. I've tried from Zero pose and using the timeline but as soon as the cloth comes in contact with the chair or floor it explodes. I've see advice which mentions leaving a small gap between figure and the solid surface but I don't get anywhere close to that. The cloth starts to crumple as it contacts the surface but somehow intersects it and explodes.
I know it can be done because there are renders showing seated figures. I can't find an explanation how (and, yes, I've looked through the mammoth thread about draping a blanket, etc.). I'm trying it with a purchased dForce skirt at the moment - the 3D Universe dForce ruffle skirt).

Comments
Try turning Self Collide to OFF in the surfaces tab of the clothing item and see if that helps.
Thanks - I've just shut down my PC but I'll try that although I suspect I have already as it seems to be the first thing people point to when there are explosions for any reason. I've been switching things on and off until I don't remember what I've tried and what not. But I'll make sure next time.
I found the suggestion from this post very useful. it won't solve all problems, but helped reducing the explosions a fair bit: https://www.daz3d.com/forums/discussion/comment/2998726/#Comment_2998726
Are you using the very latest version of Daz Studio (ie 4.10.0.123)? This has the most stable version of dForce. I got a lot less explosions following that update.
Yep - I seem to have had that version for months but dForce is far from stable in my hands. :)
Make sure you leave a bit of a gap between the figure's skin and the clothing, it doesn't have to a lot, like 1/4 inch or 5mm is enough.
Make sure the cloth does not intersect with the floor or chair at any point in the simulation (this is easier to check with timeline). You will sometimes get cases where the zero pose and final pose do not make the cloth intersect with other stuff but the intermediate steps will. You may also need to remove from the simulation all surfaces in the scene that are not the character, the clothing or the floor/chair (basically, set them as d-force static surfaces then go to surface tab and set them to "simulation off")
Self-collide off (if you haven't tried it yet) is probably not a bad idea, especially since you're dealing with (if I understand which item you are using) a skirt with two layers of fabric, one on top of the other, by a PA who was fairly new to dynamics when they created it. Two-layered skirt+explode on contact with chair sounds to me like the two skirt tiers are being squished up against each other when the character sits down, and are freaking out about that. A DForce specific product shouldn't do that of course, but it is a new technology, and everyone's still getting the hang of it.
Dforce does not like draping over stuff with lots of bumps and pointy bits, like armor. I doubt you're trying to pose your characters on the sword-chair thingie from Game of Thrones, but it might be worth checking to see if there is anything odd with the mesh of the chair you are using.
Actually, I was testing with a flat plane on the ground. I am confused as to how, as you suggest, I could avoid intersection at any point during the drape. Surely the cloth needs to touch the plane in order to crumple and fold on the surface. What I see is that some of it just goes through the plane and inevitably explodes. I've tried making the plane - what do they call it - dForce static (still haven't got back to my PC but I'll check later). The thing is that there seems to be no way of avoiding the cloth intersecting another surface, be that a cube, a carpet or a couch.
The two layer point is interesting though - you could be right about that because that skirt has indeed got two layers. But I haven't had much luck with other clothing either so I'll need to be more observant about whether those have self-colliding layers too.
If it goes through the plane, you don't have enough geometry there. How many sections does the plane have?
Ahh - right. Thanks. Didn't think of that but you are probably correct - I didn't divide it.
Sorry, by intersection I mean pokethrough. The two surfaces touching is necessary, as you say. One surface sticking through the other surface=explosion, most of the time. I have occasionally managed to accidentally setup an animated timeline where the character went through some really WEIRD contortions to to reach the final position and that caused DForce explosions, and I thought perhaps you had accidentally set something up where the character shoved her leg and part of her outfit into the chair seat at frame 15 even though frame 30 looked all right and correct.
No problem. I think I have a couple of things to work with when I get back to my PC. Thanks.
And subdivision on the existing plane won't help, dForce only uses base geometry. You would need to create a new plane with at least 25 and preferably 50 divisions.
Thanks - I see the distinction and I'll bear that in mind.
OK, so I checked the plane I used in the test and it had 30 divisions (that must have been how I configured the previous plane I had used). But I did try a different skirt (a pretty low-cost item from the other store) and that worked fine. No explosion and I even got it to drape on a couch as well as the plane. So I'm guessing the double layer in the original skirt was the problem.
Now I have a different problem though - and I don't understand how this happens. When the drape is finished I am left with a few areas of skin poking through the cloth. Firstly that defied the whole purpose of the cloth simulation and secondly, I'm surprised it didn't cause an explosion. I did indeed make sure that there was no poke-though before starting the simulation - using various methods like "Expand All", adjustment and movement morphs but the finished drape had to be tweaked to hide the poke through which left it less than convincing as a natural drape.
Any further advice would be appreciated.
That happens to me a lot. Turning on Smoothing after the Simulation and turning up the Collision Iterations a little usually fixes the issue for me.
I use that trick too, although I really have to play with both the smoothing amount and collision iterations sometimes, because at times it seems like too much of either will create new pokethrough.
Yes, I agree that sometimes extra smoothing just makes the poke-through worse. At least I know that it isn't something I'm doing wrong or, at least, others are having the same issues.
DAZ really needs to work on improving poke-through issues with dForce and on its ability to push the "cloth" out of the mesh it is colliding against. One of the things I really like about the other dynamic cloth simulator is how it will push the cloth out of the collision objects even if there is significant intersection/poke-through before the simulation is started.
I know the feeling about the pokethru.... I was doing a bathroom scene of a guy with his pants about his knees, and it sometimes wound up with pokethru within the wrinkles and sometimes it didn't, on multiple simulation runs. I tried cheating a little by inserting sphere prims into him about where the pokethru happened the most, then hiding the prims after the simulation... but that didn't always work, either. oO Yeah, DAZ definitely needs to improve the pokethru issues.
What I've noticed is that during the stabilisation phase, the cloth keeps showing, then covering the poke through. It's a matter of luck whether you end up with a cover or a hole.
Collision Mode (i.e., "Best - Continuous : CCD" vs "Better - Continuous : CCD Vertex-Face" vs "Good - Discrete : Swept Vertex") matters when it comes to collision detection/correction quality. (see https://www.daz3d.com/forums/discussion/comment/2904941/#Comment_2904941)
Thanks - something to try. :)
The layer setting doesn't work within a single item, only with separate items.
In addition to the smoothing modifer, try setting dForce collision offset to 0.4 (defualt is 0.2).
Fot the poke-through problem? Will do.
So for seated figures, the clothes can't touch the figure skin or the chair/floor? Finally got going using dforce, only for standing so far
For sitting poses with dForce, it often helps to use an animated simulation with the timeline. Start with the chair behind the character with no part of the chair touching the character or clothes. During the animation, as the character moves from default pose into your final sitting pose, move the chair into position under the character.
To fix poke through, you can add a mesh offset to the clothing ,and set it to something small, like 0.05 or 0.1.