Questions to dForce

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  • Edit>Figure>Memorise>Memorise Figure Pose (therea re also options for Shape and for the whole figure). Edit>Figure>Restore will then use these settings. Memorising changes the default values for parameters, so be careful about saving modified assets or saving a morph asset (with a memorised shape).

  • Sven DullahSven Dullah Posts: 7,621
    edited October 2017
    AndyS said:
    AndyS said:

    If I load a scene with a character already being in a certain pose (as already stated above), I expect this to be the initial (memorized) pose. So this too for the dForce simulation.

    Everything else appears to be wrong that way.

    If the character pose has not specifically been marked as memorized, DS will use the default one.

    Its getting more mysterious - How to?
    If I open a scene, even subset, DAZ starts with the last pose I saved the file. - EVER

    And now with 4.10 everything should be completely different ??

    Open your scene, select your character, in the parameters pane chose memorise figure pose!

    Post edited by Sven Dullah on
  • Sven DullahSven Dullah Posts: 7,621
    AndyS said:
    AndyS said:

    If I load a scene with a character already being in a certain pose (as already stated above), I expect this to be the initial (memorized) pose. So this too for the dForce simulation.

    Everything else appears to be wrong that way.

    If the character pose has not specifically been marked as memorized, DS will use the default one.

    Its getting more mysterious - How to?
    If I open a scene, even subset, DAZ starts with the last pose I saved the file. - EVER

    And now with 4.10 everything should be completely different ??

    Open your scene, select your character, in the parameters pane chose memorize figure pose!

    Sorry didn't see Richard's post

  • AndySAndyS Posts: 1,438

    Thanks for the explanations.
    It looks as if the memorized pose is that one, which I used as the last one after all shaping and material settings when I saved the character as a scene-subset for use as actor in my character's collection.

    So I did some further experiments related to the hair prop "Charm Hair".
    OK, I let the simulation start with that standing up initial position. But still some hair seems to be stuck in the skin, although at my visiual check all stayed free. There is an additional issue related to collision handling. But I think, this I'm going to discuss in a seperate thread.

    Soon at a certain state I suddenly saw some strains getting lose and falling down. No idea whether the hair prop has some quality lacks or there is a bug in dForce. I'm not the one to judge it.
    Please simply see the attachments. After reaching 100% of "Stabilizing Simulation" the simulation process itself ended with only 50% done.

    As I started the simulation with that "Use Memorized Pose" = OFF, this effect (loss of hair parts) didn't happen. So only a feature - not propperly reproducable.

    dForce Loss of Hair1 bearb.jpg
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    dForce Loss of Hair2 bearb.jpg
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    dForce Loss of Hair3 bearb.jpg
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  • RAMWolffRAMWolff Posts: 10,231
    BeeMKay said:

    Remove all poke through/intersections before you start the simulation. dForce automatically recognizes all other surfaces as "static collision", but in your case, the poke, through was there before the simulation started, and the polygons are trapped inside the "static" mesh.

    This was something pointed out in the main dForce render thread, and people have gone a far as downscaling characters/clothes at the beginning of the collision at frame 0, so there is no intersection, and the scale it up again in further frames while the simulations runs.

    I've found that by adding a smoothing modifier helps but found that adding in the Push Modifier is a no no on my end. Ended up with a cloth that runs through the sim but doesn't drape at all. I don't understand why not as it's only pushing the geometry out from the figure but my findings on two different clothing bits I made gave me similar results... draping sim works but nothing drapes!  lol

  • AndySAndyS Posts: 1,438
    edited October 2017

    Yes,

    that's the main problem.
    There are a lot of accessoirs using collision handling for a perfect fit. But dForce simply shuts it off angry

    No normal user is able to "d-form" the asset, that should drap, completely collision-free. This is a "must" to be changed. And scaling down the character is no solution, because the dForce result at the end fits to the smaller base, but never to the original size of it. And of cause you have to re-scale your character 100% to have the real size compared to all other characters / assets in the set.

    And in case of the character-pose shown in my previous post, reduce or increase of a scale doesn't help. Getting the hair off on one spot implicts new collisions/intersections on different new spots. Not to talk about intersections appearing during later steps of the drapping process. So collision handling of dForce has to be improved so badly.

    Post edited by AndyS on
  • Hey y'all  would someone please explain what is the "dforce simple sheet and drop" are that  we received via update, and how can it be used ? Thanks.

    IMG-7054.JPG
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  • Richard HaseltineRichard Haseltine Posts: 102,379

    It's a scene to demonstrate dForce, using a plane as a sheet. Just go to Window>Panes(Tabs)>Simulation Settings and click the Simulate button at top-right.

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