DForce Poke Through
csteell_c2893e4ab6
Posts: 476
I am fairly new to using DForce Clothing.I have an animation of a Genesis 8 female with a mini skirt. The animation is a total of 90 frames and at certain levels of the animation there is skin poke through the skirt. Can anyone suggest some settings for me that might help solve this problem> Cheers
Comments
Pke-tru is likely t be with us for a whiel yet, dForce or not. You may be able to mitigate some of the issue by having the skirt collide with the G8F, or if the particular area would always be not visile select the 'offending' polygons with the Geometry Editor tool and set them oto not visible.
Question: You said you have 90 frames, but what is your frame rate of the animation/simulation? At 30 FPS, this is only 1.5 seconds of motion which might be too fast for a realistic simulation (the collisions are happening to fast). What is your starting and ending pose? Could a real-life model perform the same action in 1.5 seconds including time for the cloth resting?
Also, was the skirt designed with dforce in mind, or are you modifying an existing clothing prop? This plays into the fact that collision offsets are not correctly setup and you may need to adjust the collision offset of the materials, or increase sub-frames in the simulation. Are there any errors/info messages in the log window when you start the sim? You should also try different collision detection settings (Good/Better/Best) to see if any of those make a difference.
Go into the surfaces tab, and increase the "collision offset" from the default to a higher number.
Just bear in mind that if it is pushed longer than many of the edges in the model the simulation will end up fighting iteslf (because the rest-length is shorter than the minimum length) which will slow it down and may lead to an explosion. If you get a great list of warnings in the progress bar (assumiong it is set to show details) and the application becomes unresponsive for a while that is a sign that the increase has gone too far for that mesh.