dforce "Clinging" and dforce "Volume Internal Structures"

Hey guys,

It's been a while, I hope everyone is doing okay.

About a month ago I set out to make a bunch of dforce assets for myself and so far, it's actually been going better than I expected.

Two things are consistantly popping up on me that I am hopeful that you guys who are much smarter than me can help me with.

First is collision "clinging" or "sticking". Most of the time so far, it hasn't been too much of an issue unless I have for example, 2 dynamic surfaces colliding. Currenlty, I have a dancing animation where the woman's hair collides with the genesis male, cloths, and props often due to the nature of the animation. Her hair keeps sticking to everything. I have tried numerous different fixes I can think off, collision distance, friction, collision iterations, density, etc., but no dice. Not having the hair collide with anything wouldn't be an option as it would take a lot away from the animation. If there is something you guys have figured out that lets these objects collide without sticking, I would be forever greatful to be steered in the right direction.

The next topic is much more complex. I've been experimenting with making "volumes" that work with dforce. If you have ever messed with HS Dforce Breast / Hip or Dforce Soft Breast, then you have seen the idea behind it. There is an internal stucture of "Springs" that add a "Volume" to a mesh which allows it to spring and retain it's shape. I have figured out how to recreate the breast and a couple of other items using some scripts I've made but there are still other things I don't quite understand about the process. For example, I need to make a stomach with this same system but for some reason, the same vertex structure that I used for the breast script (but updated for the stomach geometry / verts) isn't working. I have researched the method extensively but maybe someone here has more insight on how this can be done.

If you don't wish to talk about something so advanced through discussion posts, send me a DM and we can talk about what I've done so far and maybe we can collab on it. It's something that makes dforce a pretty amazing tool to use honestly.

Anyway, if anyone can help out even a little maybe we can all learn a bit from a conversation like this.

Thank you in advance and have a wonderful day!

Comments

  • felisfelis Posts: 5,745

    Regarding clinging, have you considered doing it in steps, i.e. first simulate the clothes and then freeze that, and then simulate the hair?

    For the volume I have no clue. It is not something I have looked into.

  • Richard HaseltineRichard Haseltine Posts: 107,940

    I don't, of course, know what you are doing with the stomach but it does occur to me that the shape is much less  curved than most of the breast, so any dForce add-on acting as a strut will be less different in length than the path over the surface - I would, intuitively, expect  that to make it less resilient.

  • Dark45Dark45 Posts: 94
    edited June 23

    I don't, of course, know what you are doing with the stomach but it does occur to me that the shape is much less  curved than most of the breast, so any dForce add-on acting as a strut will be less different in length than the path over the surface - I would, intuitively, expect  that to make it less resilient.

    You are spot on, it's been the issue for me to try and figure out. The stomach is a bit more round on the character in question. With that said, the length between the verts isn't as uniform so to speak as it is between a breast and rigid support mesh. Therefore I have been unable to generate a script that can successfully create the strut support that I am looking for. I'm still new to trying something like this, I feel like something like this "should" be possible, but I'm just hitting barriers with other body parts, belly, glute, etc.. Would you happen to know if any resources I can learn more about this or maybe about something I am missing? My next step was to instead of using g8m's base verts to make the graft, I was going to retopologize the graft to reflect a more uniform mesh. If you are familiar with the technique, I'd love to speak with you more about the subject. I'm just really intrigued by some of the results this far and wish to learn more.
    felis said:

    Regarding clinging, have you considered doing it in steps, i.e. first simulate the clothes and then freeze that, and then simulate the hair?

    For the volume I have no clue. It is not something I have looked into.

    I'm not sure why I didn't think about it but I do have the cloth simulating at the same time. Maybe I was subconsciously trying to save time ending up wasting it anyway. The hair will look better anyway with its own simulation settings so I'll see if it is any better. EDIT : Actually, the main surface the hair is sticking to is g8m's face and arms. Which isn't a dynamic surface, just viable I simulation. There is some sticking with the shirt and his watch, but not as much as on the G8M surface. Looking at the animation again here, it looks like the hair may only be sticking to G8M through the other meshes.
    Post edited by Dark45 on
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