Saving clothes with simulated data

  Hi,

   Is there a way to save dforce simulated clothes (wearable) with the simulation data (or the shape acquired from dforce simulation) from a specific keyframe in a timeline ?

    I have a scene with a timeline, that I used basically to make the character go through different positions and dforce simulate the clothes. This way the last position of the clothes considers the intermediate positions, and I get positions and clothes that are in a coherent sequence and can use to generate stills that are in sequence.

     The timeline has now become quite heavy and long (120 frames, 6 keyframes, plus 2 DAZ added on its own). I would need to add two more keyframes, but I it will become even heavier (already at almost 500MB subscene file) and more at risk of crash/freeze.

    At the same time, if I just create a new scene starting using the pose from the last keyframe, it will not really create the next keyframe continuing the sequence of the previous scene subset, because the clothes will start from zero, while in reality for me the scene would be a continuation of the previous one.

  And if I start a new timeline from a zero position and then just add up the last position of the previous timeline, it will also be missing the information from the intermediate positions I set in the sequence.

  What I would need to do, is somehow save the clothes (the poses is easy, just a pose preset) from the last frame of the first timeline with the information about the clothes shape that derives from dforce, and being able to "merge" that in a new scene.

  The pose is not a problem, but the clothes it is, if I save a wearable preset after having selected the last keyframe of the first timeline, it does save the wearable, but not its dforce-generated shape.

   Does anybody know a way to reach the result I seek (again, take the shape given by dforce to some clothes after simulation, and save the clothes with that shape, so I can use it as starting point for a new timeline) ?

  Thanks,

Comments

  • Richard HaseltineRichard Haseltine Posts: 108,013

    Export an OBJ and import as a morph, with Reverse Deformations on since the unsimulated clothing will respond to bones and morphs on the figure then start tyhe simulation from the morphed state. Just bear in mind that doing it this way you will lose all informatiuon on tension and momentum that you would get from the earlier steps of the simulation if you reran it.

  • alofaroalofaro Posts: 34

    Richard Haseltine said:

    Export an OBJ and import as a morph, with Reverse Deformations on since the unsimulated clothing will respond to bones and morphs on the figure then start tyhe simulation from the morphed state. Just bear in mind that doing it this way you will lose all informatiuon on tension and momentum that you would get from the earlier steps of the simulation if you reran it.

       Thanks, I actuallly did that yesterday for something else (skirt of a character doing an handstand, the skirt simulated correctly on a single frame coming down so the legs were exposed, but then if I moved the legs the skrt would deform like if following the legs) and used it before a number of times to use G3 shoes with G8, but I had not tought about using it for reaching my goal.

        Now that you suggest it, it makes perfect sense, though I also see see what you mean with the tension and momentum information beign lost, since it becomes a static deformation.

        The ideal would have been being able to save the full state, but since iti s not possible, I thought about a possible workaround using your suggestion, to still have some of that dynamic information.

         My idea was anyway to go back a couple of steps, e.g. if the new timeline could start from frame 120 of the old one, instead of saving the clothes and positions at 120, save the clothes and positions at 105 or even 90, then create the new timeline with the position 105 (or even 90) of hte old one, recreating thee the 120 (or 105 and 120) using the saved poses corresponding to those steps and then adding up the last steps (that in the old timeline would have been 135 and 150/165).

       It would not be a empty and light timeline, but it would anyway make the starting timeline half or less of the timeline I have now, so still managemeable even adding the new keyframes..

       Maybe also doing the reverse deformation multiple times (for the 90, 105 and 120 of the old timeline) to force the simulation to follow the shape of the old one - but I will need to experiment to see if it works better that way, or just running the new simulation

    I cannot do it now, but I will try in the next days and then change the post, it may be useful information for other people, in various fora I had seen I am  not the only one that had problems with timelines ending up being heavy and not so easy to modify

       Thanks again for heling me think out of the box !

  • Richard HaseltineRichard Haseltine Posts: 108,013

    alofaro said:

    Richard Haseltine said:

    Export an OBJ and import as a morph, with Reverse Deformations on since the unsimulated clothing will respond to bones and morphs on the figure then start tyhe simulation from the morphed state. Just bear in mind that doing it this way you will lose all informatiuon on tension and momentum that you would get from the earlier steps of the simulation if you reran it.

       Thanks, I actuallly did that yesterday for something else (skirt of a character doing an handstand, the skirt simulated correctly on a single frame coming down so the legs were exposed, but then if I moved the legs the skrt would deform like if following the legs) and used it before a number of times to use G3 shoes with G8, but I had not tought about using it for reaching my goal.

    In that case the clothes are stll rgged, so adjustng after simulation the pose will layer the effects of the pose on top of the siimulation's effect. The same goes for adjusting morphs.

        Now that you suggest it, it makes perfect sense, though I also see see what you mean with the tension and momentum information beign lost, since it becomes a static deformation.

        The ideal would have been being able to save the full state, but since iti s not possible, I thought about a possible workaround using your suggestion, to still have some of that dynamic information.

         My idea was anyway to go back a couple of steps, e.g. if the new timeline could start from frame 120 of the old one, instead of saving the clothes and positions at 120, save the clothes and positions at 105 or even 90, then create the new timeline with the position 105 (or even 90) of hte old one, recreating thee the 120 (or 105 and 120) using the saved poses corresponding to those steps and then adding up the last steps (that in the old timeline would have been 135 and 150/165).

       It would not be a empty and light timeline, but it would anyway make the starting timeline half or less of the timeline I have now, so still managemeable even adding the new keyframes..

       Maybe also doing the reverse deformation multiple times (for the 90, 105 and 120 of the old timeline) to force the simulation to follow the shape of the old one - but I will need to experiment to see if it works better that way, or just running the new simulation

    I cannot do it now, but I will try in the next days and then change the post, it may be useful information for other people, in various fora I had seen I am  not the only one that had problems with timelines ending up being heavy and not so easy to modify

       Thanks again for heling me think out of the box !

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