dForce and under-bust cling

marblemarble Posts: 7,500
edited August 2020 in Daz Studio Discussion

Autofit and conforming clothing always creates the problem where the cloth disappears into the crease under the bust of the more voluptuous women. I had hoped that dForce would free the cloth from the clutches of the crease but it doesn't. Even if the cloth breaks free, it drapes with the shape of the crease maintained but now hanging below the actual crease. Smoothing helps a little but I usually have to manually make a morph in Blender to smooth out the polygons in that area, which is annoying and time consuming.

Am I missing a trick? 

Post edited by marble on

Comments

  • LzyLzy Posts: 10

    Start the simulation with the figure in a zero pose and zero shape.   add a key frame at around 15  (half way) putting the character into pose and shape. Run the simulation over the complete timeline.   you should get a better drap.   heres an example with my own dress made in zbrush https://www.deviantart.com/lazygunns/art/Mia-849474972

  • marblemarble Posts: 7,500
    MJP said:

    Start the simulation with the figure in a zero pose and zero shape.   add a key frame at around 15  (half way) putting the character into pose and shape. Run the simulation over the complete timeline.   you should get a better drap.   heres an example with my own dress made in zbrush https://www.deviantart.com/lazygunns/art/Mia-849474972

    Thanks - I was hoping to avoid the timeline. It is a long standing issue for me that using the timeline in a scene for dForce means that I can't use the scene for figure animation (I've commented in other threads about this and, although there are always workarounds, it is a problem). Having said that, I hadn't thought of using the timeline with the shape set back to zero. I may try that with scenes that I am unlikely to use for further animation. 

    Just to explain, I like to create picture stories consisting of upwards of 60 still images interspersed with some of the scenes animated (just simple animations, often looped like the animated gifs you see on social media).

  • the cling is caused by dforce taking the initial shape of the object you're simulating as its rest position, so all vertices and springs try to go back to that shape.
    If you absolutely don't want to have your character animation in the timeline space after the morph/initialisation simulation space then you can first use the timeline simulation to fit the clothes, then export them as obj and load as a new morph. you can then clear the timeline, apply the morph, use the timeline for animation and simulate as normal once the animation is done.

  • marblemarble Posts: 7,500

    the cling is caused by dforce taking the initial shape of the object you're simulating as its rest position, so all vertices and springs try to go back to that shape.
    If you absolutely don't want to have your character animation in the timeline space after the morph/initialisation simulation space then you can first use the timeline simulation to fit the clothes, then export them as obj and load as a new morph. you can then clear the timeline, apply the morph, use the timeline for animation and simulate as normal once the animation is done.

    "... then clear the timeline" - easier stated than done. How do you do that?

    I guess I could have two copies of the scene - one with a dForce animation and one without, but then I'd still need to drape the clothing in the non-animated scene. Such frustration around what should be a simple task.

  • ok perhaps "clear the timeline" is a bit more than I meant, but you can select the figure go to edit>object/figure > clear animation (underneath zero) which should clear the timeline for the selected object at least.

  • marblemarble Posts: 7,500
    edited August 2020

    ok perhaps "clear the timeline" is a bit more than I meant, but you can select the figure go to edit>object/figure > clear animation (underneath zero) which should clear the timeline for the selected object at least.

    Actually, this is another long standing gripe of mine. There is no obvious way to simply clear the animation and leave yourself with a clean timeline. I've managed a kludge whereby I set the the timeline pointer on frame zero and then set the total frames to 1 but this is not ideal. Your suggestion, if I remember correctly, not only resets the animation but also resets the figure to zero (morphs/pose/etc.) which is not what I (or anyone) would normally want to do. I can't test that right now because I'm in one of those interminable animation renders.

    [EDIT] I just tried and clear does reset to zero, not to the state in frame 0.

    Post edited by marble on
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