Collision
Hello,
this is probably a noob question, i ve been playing with daz for sometime now, i get the add smoother modifier for collision between 2 different objects... but what about the self collision, let's say i have a character, and while it's moving, the hand goes through the face, how can I activate a collision between the hand and the face ? "it's the same character"
Thanky you !
Comments
DAZ Studio doesn't have self-collision at this time for non-dForce items.
You'll have to manually pose the hand so it won't dive too deep into the skin. If you need an "indenture", you could try using dFormers. I think there's a tutorial link for deformers on Novica's thread (check out the first couple of posts that has plenty of links) https://www.daz3d.com/forums/discussion/252551/new-novica-forum-members-tips-product-reviews-pt-11#latest
The main purpose of the Smoothing Modifire is to eliminate poke-throughs of figures wearing fitted items.
The self collision you are thinking about wouldn't prevent the hand from going through the face while posing the arm and hand. There is nothing that stops the posing tools or spinning the dials further if a collision occures. This would be more like a ragdoll physics collision.
In theory of the given example the smoothing modifier would deform eighter the hand or the face in its limits set by the collistion iterations to keep the intersecting polygons outside of the other object.
There are a few situations where you can use the Smoothing Modifire for other things than the intended poke-through elimination and workarounds for the limitation of one collison target.
If the effect you are after is something like the hand deforming the face of the same figure (actualy like punsh yourself in the face). You could let the figure wear a glove and hide it. The glove now gets used as an invisible collision taget. Then add the Smoothing Modifire to the figure and let it collide with the glove. The unwanted side effect with this method is that the smoothing iterations of the modifire will affecting the whole figure and will smooth out the character shapes, with higher iterations your figure could look like a melted ice sculpture.
The "glove" I'm talking about could be self made by cutting of the hand of the figure and export it as OBJ. Once you have imported it into the scene you could use the Transfer Utility to convert it to a wearable (conforming figure) it doesn't have to look pretty since you would hide it, but it should follow the pose and the shape of the original figure.
The workaround I use while working with the smoothing modifire is to bake the resulting collision shape into a morph. You can do this with hiding everything except the smoothed item in the scene and export an OBJ of this with the collision of the invisible items active.
Then you import this morph shape with the MorphLoaderPro but first create a DFormer with the figure selected, then position the field to the face aerea where the collision should happen and switch the DFormer influence from sphere to weightmap, next go to the Node Weight Map Brush pane and Add Map: DFormer Influence. Once you have setup the Deformer weight map it is possible to use it as a filter in the MorphLoaderPro import process.
Sorry all this may sounds very complicated especialy for a new user, but in practice it is quiet easy once you understand what to do.
I have made some screeshots of the MorphLoaderPro settings with Deformer influence weight map selected. I hope this helps and maybe someday I'll make a tutorial of this method, since such questions come up quiet often.
You can limit the morph import by a Face- Material- or Selection Group or a DFormer Weight-Map in the Attenuate By setting. Also using the Reverse Deformation setting can become quiet handy if you are working on a morphed item and you don't want that other morphs to become part of your shape morph.
[PS] Please don't post the same question in multible forum sections like here in Technical Help: Collision Question
hmmmm, sounds complicated like you said lol... Thank you very much for the detailed reply, i'll try and see how it goes !
I'll keep u updated !
Please, Syrus_Dante, I tried for hours to replicate what you did. It seems the instructions are incomplete or I am missing some important points here. I got the deformation with a collision and created a deformer, then I set it to weight maps and in the node weight map brush I added a weight map. The character is now red and blue like it supposes to, but when I export and import i can not set the filed "attenuate by" to weight map.
What am I missing? Sitting already for 2 hours on this. Please help lol.
Last active August 2020...
please can anybody else tell me how he did this? I would really like to create morphs from collisions.
The dFormer is still attached to the figure?
It is.
Is there somewhere on this forum a howto or some tutorial on youtube? The googol didnt give me any better finds than this post.
I'm not sure that a tutorial would work - assuming you have the right hing selected it should all work as already described.
Well. What has to be selected?
Ok found out by myself.
When exporting the OBJ file, I had the deformer selected, but you have to select the corresponding parent object/figure that has been deformed.
Then I can select weight map in the "attenuate by" field.
Morph Loader Pro accepts the input, then starts to load and says "Warning: Geometry did not match, failed to create morph"
what can I do?
Had you hidden everything but the figure (beware of the eyelashes)? Was it at base resolution?
I found an older comment of you on the forums.
now i loaded the dev g8 figure, hid everything, set base resolution and subdivision to base and 0. exported the g8 figure and loaded the obj file with a second g8 figure selected.
runs like a charm now. Thanks!
Glad it's working now.