dForce: When legs collide!

I have an old Mike 4 in an soccer uniform trying to kick a ball. I applied dForce to the uniform and it looks ok, except...

When his thighs touch during the kick, his shorts keep sticking to the opposite leg.

I turned friction all the way down, but I am still getting some "stick" to the other leg for a few frames.

How else can I keep dForce from sticking his shorts to his other leg?

Comments

  • make him more bow legged

  • make him more bow legged

    You mean widening the hips?

  • make him more bow legged

    You mean widening the hips?

    You need to make sure the legs don't intersect, otherwise the fabric will get trapped and the solver won't know what to do with it. You may also have issues where it gets hooked on a vertex on the wrong leg. Adjusting the pose may help with both, you can always make a slight adjustment for simulation but then render your animation using the original pose (at which point the dynamic clothing will just play back its simulated motions, rather than recalculating and getting caught again) although it may also help to adjust the collision detection options in Simulation Settings.

  • make him more bow legged

    You mean widening the hips?

    I mean the stance/pose turn thighs outwards a bit for a gap

  • The problem is I'm doing an animation, not a still frame, so I'm running into multiple problems as the leg kicks.

    Hiding a thigh helped a bit, maybe I can make a composite shot.

    But it seems the fundamental problem is when the shorts themselves cross legs and touch. As soon as the pant legs tuck during the kick, the polygons from each leg momentarily "stick" to one another. I turned friction down, that helped a lot. But I'm still getting some stick. What other dial will reduce the stickiness? Would increasing the polygon count help or hurt?

  • I've spent I don't know how many hours messing with this. Not letting any dynamic dforce object intersect with anything, including parts of itself, is the answer.

    I don't do animations but Richard's solution seems reasonable.

Sign In or Register to comment.