Clipping issue...?

Hey guys! I'm in need of a litle help here...
I'm still a daz newbie, though I've been along pretty well so far, so apologies if I don't understand your answers right away :)

I have a G8 model - Gail https://www.daz3d.com/gail-for-genesis-8-female
and this dforce outfit - https://www.daz3d.com/dforce-vernea-fae-outfit-for-genesis-8-females

Now, what I did was apply the outfit - mainly the skirt - to Gail and use simulaion to adapt to the pose. The proble here is that she has her left leg up and it clips through the back of the skirt. I've been searching online and read a bit about smoothing and colision and such but I'm still not sure how they work nor if they fit this issue.
Also, as you can see from the pics, the bustle of the skirt - which is a separate item - also clips through the skirt. In this case using Simulation only made it worse...

Any help is really appreciated! Thank you in advance! :)

Screenshot (72).png
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Screenshot (73).png
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Screenshot (74).png
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Comments

  • On the timeline if you scrub back to the point before the clipping happens .... is one solution if you're after still image renders.

    Making morphs and applying those are other options.

    Selecting a different pose ...

    And to remember the goal ... if one is rendering an image from the front and cannot see the back foot, don't worry about ;-)

     

  • lumiasartlumiasart Posts: 126
    edited November 2019

    On the timeline if you scrub back to the point before the clipping happens .... is one solution if you're after still image renders.

    Making morphs and applying those are other options.

    Selecting a different pose ...

    And to remember the goal ... if one is rendering an image from the front and cannot see the back foot, don't worry about ;-)

     

    This is a still image yes :) I also thought about the perspective and if it would be visible - I'm going for an almost under view (pic below) and you can still see a little bit of the foot clipping through. I can easily fix that in Photoshop (remove/hide the foot) but then the skirt won't make sense *sigh*
    I read about making morphs before so I'll see if that's something I can do... As for the timeline I don't really undestand what you mean. I'm not using timeline since this is a still render :)

    Thanks!

    Screenshot (75).png
    1920 x 1080 - 1M
    Post edited by lumiasart on
  • Catherine3678abCatherine3678ab Posts: 8,394
    edited November 2019

    Oh I mentioned timeline thinking it was a DForce clothing item. Skip that idea then  ;-)

    Quick sketch for morphing:

    If you have Hexagon, in D/S remove all the hair etc. from the figure except the 2 clothing pieces that are clipping. Fit/parent them to the figure. Send the figure over the bridge to Hexagon. [in D/S under Edit/Preferences, Advanced Bridge setting] In Hexagon do not move the figure one bit, "freeze" [lock] it on the sidebar in Hexagon. Select the clothing and use the smoothing or ballooning brushes to gently move the clothing where you want it.

    In D/S select one clothing piece, in Hexagon, send that same clothing piece back over the bridge. In D/S make the morph, "reverse deformations", etc. and then find it and slide the dial up and if you like it, zero the morph and save the morph. Repeat for the 2nd clothing piece.

    ...........

    By the way, it is a DForce clothing set, you might want to try using DForce with it, it should drape the clothing over the foot too.

     

    Post edited by Catherine3678ab on
  • Oh I mentioned timeline thinking it was a DForce clothing item. Skip that idea then  ;-)

    Quick sketch for morphing:

    If you have Hexagon, in D/S remove all the hair etc. from the figure except the 2 clothing pieces that are clipping. Fit/parent them to the figure. Send the figure over the bridge to Hexagon. [in D/S under Edit/Preferences, Advanced Bridge setting] In Hexagon do not move the figure one bit, "freeze" [lock] it on the sidebar in Hexagon. Select the clothing and use the smoothing or ballooning brushes to gently move the clothing where you want it.

    In D/S select one clothing piece, in Hexagon, send that same clothing piece back over the bridge. In D/S make the morph, "reverse deformations", etc. and then find it and slide the dial up and if you like it, zero the morph and save the morph. Repeat for the 2nd clothing piece.

    ...........

    By the way, it is a DForce clothing set, you might want to try using DForce with it, it should drape the clothing over the foot too.

     

    Isn't using Dforce the same as simulation? I saw a daz tutorial about it... Have I been using it wrong? surprise
    Thank you so much for you help! I'll give morphs a try. For now I've managed to move the foot slightly and it's better :)

  • felisfelis Posts: 4,632

    You can also try to change to simulation settings for collision.

    E.g. change collision mode to 'continous CCD' and/or increase number of iterations (per subframe).

    The simulation will although be somewhat slower.

  • felis said:

    You can also try to change to simulation settings for collision.

    E.g. change collision mode to 'continous CCD' and/or increase number of iterations (per subframe).

    The simulation will although be somewhat slower.

    I see...! I had some trouble with colision not wanting to work earlier (or probably me not following the tutorial right) but I'll keep that in mind :) thanks!

  • PadonePadone Posts: 3,790
    edited November 2019

    The default settings should work fine in most situations as precision is concerned. You need to do a realistic animation though to properly drape the clothing. That is, you have to avoid "hiper speed" movements or the solver will not have time to compute a proper solution.

    Another way is to use collision helpers. If you're not after absolute precision, you may parent a low-poly sphere to the foot, that's easier for the solver to handle.

    Post edited by Padone on
  • lumiasartlumiasart Posts: 126
    edited November 2019
    Padone said:

    The default settings should work fine in most situations as precision is concerned. You need to do a realistic animation though to properly drape the clothing. That is, you have to avoid "hiper speed" movements or the solver will not have time to compute a proper solution.

    Another way is to use collision helpers. If you're not after absolute precision, you may parent a low-poly sphere to the foot, that's easier for the solver to handle.

    Oh...! Got it! :D thank you so much everyone! I learned a lot!
    Post edited by lumiasart on
  • Oh I mentioned timeline thinking it was a DForce clothing item. Skip that idea then  ;-)

    Quick sketch for morphing:

    If you have Hexagon, in D/S remove all the hair etc. from the figure except the 2 clothing pieces that are clipping. Fit/parent them to the figure. Send the figure over the bridge to Hexagon. [in D/S under Edit/Preferences, Advanced Bridge setting] In Hexagon do not move the figure one bit, "freeze" [lock] it on the sidebar in Hexagon. Select the clothing and use the smoothing or ballooning brushes to gently move the clothing where you want it.

    In D/S select one clothing piece, in Hexagon, send that same clothing piece back over the bridge. In D/S make the morph, "reverse deformations", etc. and then find it and slide the dial up and if you like it, zero the morph and save the morph. Repeat for the 2nd clothing piece.

    ...........

    By the way, it is a DForce clothing set, you might want to try using DForce with it, it should drape the clothing over the foot too.

     

    Isn't using Dforce the same as simulation? I saw a daz tutorial about it... Have I been using it wrong? surprise
    Thank you so much for you help! I'll give morphs a try. For now I've managed to move the foot slightly and it's better :)

    Yes it is using the simulation. If you open the Timeline tab [normal station for it is along the bottom] you will see how long it takes and that you can scrub [move the action line slowly back and forth through the frames] along to find the best still frame you might like to render.

     

    the timeline.png
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