MD to Daz D-force Dissapearing Mesh

I recently started playing with Marvelous Designer and creating clothing for Daz d-force. The only problem is when I try to simulate the clothing it completely disappears. I did a bit of research and it seems that it is a colliding vertices issue, however, I have never experienced this before and am not really sure what to look for. I know this might be a ridiculous question but what exactly do colliding vertices look like?

I would really like to fix this problem if anyone has any ideas or tips for me!

Comments

  • Arah3DArah3D Posts: 31
    Kerya said:

    Kerya, thank you that was the link I was reading, however, it didn't really say what to look for with colliding vertices, I had followed the instructions up to that point and then got stuck. I was hoping for a little explanation on what colliding vertices look like?

    Thank you!

  • dijituldijitul Posts: 146
    edited October 2019

    I have not done much in the way of dforce with meshes from MD, but I do use MD quite a bit to simulate cloth for import to DAZ.  My experience has been that:

     

    1) MD has two ways of exporting meshes:  Thick, and thin.  Thick generally does not simulate well in dForce because it's made thick when exporting from MD.  Internally, the simulation is thin.  Therefore, always export as thin for dForce simluations.

    2) MD (more recent versions) has an option to change the mesh to quads rather than triangles during simluations.  Use this mode because DAZ smoothing and simluations seem to work better with it.  Maybe there's an option to change that, but that's my experience so far. MD is a bit slower with quads, so you can model in triangles and then simluate one last time with quads just before exporting.

    3) There are generally two major contributors (for me) which result in bad dforce simluations.  One is the collision threshold (in the surface settings) and the other is frame rate of the animation.  If the threshold is two wide, you get exploding results immediately, and/or a lot of poke-through.  If the frame rate of the animation is too fast, it'll also cause a lot of issues.  Sort of like punching a cloth vs. touching it.  I would recommend 30fps with at least 120 frames from T-pose to final pose, more if the pose change is drastic.

    4) Check your normals. Ensure they're facing the correct direction.

    There may be other reasons I didn't cover here, so the best thing to do is walk us step-by-step through your process and we can try to determine where it's failing.

     

    Post edited by dijitul on
  • Arah3DArah3D Posts: 31

    I have not done much in the way of dforce with meshes from MD, but I do use MD quite a bit to simulate cloth for import to DAZ.  My experience has been that:

     

    1) MD has two ways of exporting meshes:  Thick, and thin.  Thick generally does not simulate well in dForce because it's made thick when exporting from MD.  Internally, the simulation is thin.  Therefore, always export as thin for dForce simluations.

    2) MD (more recent versions) has an option to change the mesh to quads rather than triangles during simluations.  Use this mode because DAZ smoothing and simluations seem to work better with it.  Maybe there's an option to change that, but that's my experience so far. MD is a bit slower with quads, so you can model in triangles and then simluate one last time with quads just before exporting.

    3) There are generally two major contributors (for me) which result in bad dforce simluations.  One is the collision threshold (in the surface settings) and the other is frame rate of the animation.  If the threshold is two wide, you get exploding results immediately, and/or a lot of poke-through.  If the frame rate of the animation is too fast, it'll also cause a lot of issues.  Sort of like punching a cloth vs. touching it.  I would recommend 30fps with at least 120 frames from T-pose to final pose, more if the pose change is drastic.

    4) Check your normals. Ensure they're facing the correct direction.

    There may be other reasons I didn't cover here, so the best thing to do is walk us step-by-step through your process and we can try to determine where it's failing.

     

    I pretty much leave the D-force options alone and just go with default since I have found that for some reason doing anything else crashes Daz, so maybe there is an issue there. I did switch the triangles to quads in MD, the new version offered that option as a beta. It might have been a thin or thick mesh issue, but I was pretty sure I exported it as a thin mesh. I tried different items that I made in MD to see if it was just that one, but all of them seem to have that problem. They just disappear as soon as the draping process begins. 

    The biggest issue is I was only running the trial version of MD to see how I liked it. Unfortunately, the trial version just ran out while I was struggling to fix the issue.

     

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