What is required to apply dForce on clothing?

What I mean:
Every clothing which is supposed to be a subject of any transformation (morphs or whatever) must consist only from quads. But still not every clothing can be trasformed by dForce (no matter the needed surfaces are applied).

Is there something else?

Comments

  • GordigGordig Posts: 10,599

    Vertices need to be welded together (except in cases where you want flexibility, e.g. a jacket that can be worn open or closed, where you'd use a dForce add-on). There can't be any intersecting geometry, because that's what causes explosions.

  • Thanks. I wanted to create a thrown away pants, so used Geometry editor to cut away the parts which could hide possible non-quads and it worked like a charm. 

    PS. I use 4.22 and if I remember correctly there was an option to turn all the polygons into quads but I don't rememebr where it was.

  • Richard HaseltineRichard Haseltine Posts: 107,940

    You also want to avpid very dense geometry (edges shorter then the dyb]namic offset value you will be using) as those can also lead to explosions.

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