dForce questions

I'm messing around with dForce (just downloaded and installed the latest version -- 4.10.0.107), and I've encountered a couple of questions.

1.  What, exactly, makes a clothing object 'dForce-compliant'?  That is, what particular properties of the mesh do the PAs (and the rest of us who attempt to model clothing) need to be mindful of?

2. I've tried a couple of clothing objects (specifically the Medieval Cape) which, when the mesh doesn't actually explode, basically falls apart: various parts of the clothing (the clasp and ties, in this instance) fall off.  Short of dragging the mesh into Blender and welding a few thousand vertices, how do I keep the article intact?

3.  Using a Wind Node, how do I know which direction the wind is blowing?  Is there some directional indicator on the representation of the node in the viewport, or do I need to just run repeated iterations of the simulation to figure that out?

4.  Where is the official documentation? (Rather more detailed than the 'Start Here' document; as good as it is, more is needed.  Much more.)

Comments

  • I'm messing around with dForce (just downloaded and installed the latest version -- 4.10.0.107), and I've encountered a couple of questions.

    1.  What, exactly, makes a clothing object 'dForce-compliant'?  That is, what particular properties of the mesh do the PAs (and the rest of us who attempt to model clothing) need to be mindful of?

    Items that are marked dForce Compliant should already have the modifier applied, alojng with any weight maps required, and of course should be modelled in such a way that they place nicely with dForce (physically possible for the item to drape and stay on, not something some of the wider necklines on fitted items can offer, all mesh parts welded to the main fabric - except for things like buttons which will be set as Rigid Follow Nodes to protect them from distortion while allowing them to follow the drape).

    2. I've tried a couple of clothing objects (specifically the Medieval Cape) which, when the mesh doesn't actually explode, basically falls apart: various parts of the clothing (the clasp and ties, in this instance) fall off.  Short of dragging the mesh into Blender and welding a few thousand vertices, how do I keep the article intact?

    One option is a weight map (or, for things like the clasp, probably just a chnage to the surface settings) to make the dynamic strength zero - that pins the area in place.

     

  • namffuaknamffuak Posts: 4,176
    3.  Using a Wind Node, how do I know which direction the wind is blowing?  Is there some directional indicator on the representation of the node in the viewport, or do I need to just run repeated iterations of the simulation to figure that out?

    4.  Where is the official documentation? (Rather more detailed than the 'Start Here' document; as good as it is, more is needed.  Much more.)

    When you create a wind node you get a transparent 'fan' icon in your scene; the thin blue line shows the axis of the wind. And I'm just starting to play with this, so that's all I've got at this point.

    As far as the 'official' documentation, what you see is what you get. frown Rob writes wonderfully information-rich, dense functional documentation (what function does what, and what values does it take). As seems usual, DAZ is leaving it for us to do the procedural documentation (the 'how do I do this?' step by step doc).

    There's a lot of good information here, with input from a couple of the PAs who got to play with it in beta.

  • namffuak said:
     

    There's a lot of good information here, with input from a couple of the PAs who got to play with it in beta.

    It seems that they got to play with it before we got the first 4.10 beta, as Mada's videos have menu entries thatno longer exist in it...

  • That's the big problem with tutorials for betas - things change and the people who make the tutorials either don't update them or they won't delete the old outdated one.

  • LeanaLeana Posts: 11,822
    namffuak said:
     

    There's a lot of good information here, with input from a couple of the PAs who got to play with it in beta.

    It seems that they got to play with it before we got the first 4.10 beta, as Mada's videos have menu entries thatno longer exist in it...

    There was most certainly a private beta before we got to play with it.

  • DemiurgentDemiurgent Posts: 97
    edited October 2017

    I had a weird experience with the dForce Ruffle Dress. I put it on a G8F without particularly weird proportions, but trying to simulate caused explosions, over and over. Resized, changed subdivisions, et cetera.

    I deleted the modifer and applied an entirely new one, and it worked perfectly fine without even tweaking. It was odd.

    Post edited by Demiurgent on
  • SpottedKittySpottedKitty Posts: 7,232
    It seems that they got to play with it before we got the first 4.10 beta, as Mada's videos have menu entries thatno longer exist in it...

    That sounds like what some people have reported after updating to 4.10 — changes to the menus don't update properly. Look in the Scripts>Utilities folder and click on "Update And Merge Menus".

  • MadaMada Posts: 2,016

    That's the big problem with tutorials for betas - things change and the people who make the tutorials either don't update them or they won't delete the old outdated one.

    Yes it is a problem - since we can't add annotations in Youtube anymore my choices are to delete completely or keep the outdated tutorial and make a note in the description on what the changes are (which nobody seems to read lol). There is also no option to update without losing the url that points to the video. So right now having something seems to be the better option than nothing... enough people found it useful for me to just leave it with the notes in the description until I have the time to make a new one.

    I had a weird experience with the dForce Ruffle Dress. I put it on a G8F without particularly weird proportions, but trying to simulate caused explosions, over and over. Resized, changed subdivisions, et cetera.

    I deleted the modifer and applied an entirely new one, and it worked perfectly fine without even tweaking. It was odd.

    Glad to hear you got it working. :)

  • I had a weird experience with the dForce Ruffle Dress. I put it on a G8F without particularly weird proportions, but trying to simulate caused explosions, over and over. Resized, changed subdivisions, et cetera.

    I deleted the modifer and applied an entirely new one, and it worked perfectly fine without even tweaking. It was odd.

    Apparently the damping was a bit high on a couple of surfaces - lowering it one those without changing other settings should fix the issue without losing all the other adjustments, as applying a new modifier will. I ddi post isntructions in another thread last night https://www.daz3d.com/forums/discussion/comment/2970636/#Comment_2970636

  • MaartenMaarten Posts: 19

    Is there a manual for the dForce Gored Dress for Genesis 3 and 8 Female(s) by Aave Nainen ? I can't get the dforce simutation working,. There is,beside the dress ,also a shell version, how does that work?

     

    Thank you best

  • VenatorVenator Posts: 20

    I'm animating a dress on a Genesis two female, using a dforce dynamic surface, but when the figure moves parts of the dress stick to the skin surface pulling it out in weird stretched points. I've converted the skin surfaces to Iray surfaces and altered the dress surface to 0.25 in the bend surface tab. Is there anything I can do to stop this from happening?

    Thanks in advance.

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