Trying to drop some coveralls to the ground (with dForce Blum for Genesis 8 Female(s))
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Okay, I'm trying to place onto the ground a pair of coveralls, specificaly the ones from dForce Blum for Genesis 8 Female(s), and was able to position them where I wanted after having changed the targetted surface to None (otherwise it adds itself to the G8F character in the scene, even though she wasn't selected in the scene when I added the garment to the scene, and then hides the coordinates fields), but when I start the dForce simulation, the darn thing doesn't move. I see a tiny amount of wiggling in the fabric surface, but the garment doesn't drop to the ground, and doesn't crumple in on itself, it simply stays there in mid-air, keeping the original body-shape it arrived with.
I'm guessing there must be a non-obvious way to get it to plop to the ground, but I don't see it.
Comments
It probably has surfaces which aren't dynamic, either because they have no dForce properties or because they're set as non-dynamic by properties or by a dForce weight map.
Okay, so what do I look for in there, and where, to change this?
First check all the surfaces of the clothing, and look for Dynamic Strength - if 0 it will not simulate, and if below ~0.9 it will only move sligthly.
If that doesn't fix it, you can create New dForce Modifier Weigth Node, that will show up in the scene tab. Select that, select Weight Paint tool, and in Tool Settings select the map. Non red areas will have reduced dForce values, and can be painted red to increase.
Mada has made a tutorial https://www.youtube.com/watch?v=qc7ANwKokk0
One thing you can try is:
1. Select the Coveralls in the Scene Tab.
2. Open the Simulation Tab and Left Click on the little button in the Upper Left (4 Horizontal Lines and a little Arrow), to open a Drop Menu.
3. In that Menu, move down to "dForce", then select "Remove dForce Modifier".
4.Go right back into that same Drop Menu, move down to "dForce" again, then select "Add dForce Modifier: Dynamic Surface".
I use this all the time for Garments that have non-dynamic parts if I'd rather the whole Garment were Dynamic. Though word of warning, this can cause a much longer run through the Spring Reporting at the beginning of simulation, but it'll be worth it if it doesn't explode, as it should otherwise do what you're looking for.
Also, I do a lot of playing around with changing these Simulation Settings to get different dForce Clothing to do what I want:
1. Collision Mode: I switch between "Good" and "Better", depending on how much I want Collisions to cause the Garment to be stopped and hang on body parts or anything else Visible in the Simulation. "Good" will allow things to slip off surfaces it Collides with, "Better" (or even Best) will cause it to hang on to those surfaces.
2. Frames Per Second (FPS) Multiplier: Default is 2, and that's usually fine. But if you find that the dForce Material doesn't finish falling/settling before the Simulation ends, try setting this to 1.
3. Environment - Gravity: Default is 1, this can be set anywhere between 1 and 2 to help with the same thing as FPS Multiplier. It just gets the Garment moving faster (though this one probably affects the amount of "Stretch" that happens to the Garnent.
I'm no expert in dForce at all, but looking at these few things I'm generally able to accomplish whatever I'm trying...
Good Luck!
Edit: felis' reply wasn't there when I went to reply... I'd advise looking into that tutorial and actually learning how the Surface based stuff works... My suggestion about removing and re-applying the dForce modifier for the whole Garment is just a work around, having not delved all the way into painting surfaces, etc...
This is the dForce settings I'm seeing on the OverallFabric surface, looks like its already set to Dynamic Strength of 1. Not sure what else I might adjust. Everything in the settings on the lower part of that scrollwindow shows them set to whatever the default is (that is, the number isn't showing white like it does for settings that were placed to something other than the default).
Anything standing out in there that suggests it'd make the garment not want to change shape or fall to the ground?
(Edit: Forgot to attach the picture)
There'll probably already be another reply by the time this posts, but looking at your screen shot, the problem would more likely lie in one or all of the other parts (Buttonloops, Straploops and Straps). Check those Surfaces as well...
Yeah, but even if those were having an influence over things, I can't imagine it would prevent the main body of the garment from shifting around, instead it remains parked in mid air, in the same physical shape as before, basically behaving as if there was an invisible person there that the coveralls were attached around. The fabric should drape down, sag loosely, once the sim begins, not behave as if someone saturated it with starch or something.
Anyway, I tried setting ButtonLoops and Straploops to not visible in simulation, and it made no noticable difference. I even tried it with Straps also set to not visible in simulation.
On the other hand, I've now tried phatmartino's idea of removing the deforce and applying it again, and it started to drape a LITTLE bit, but remained suspended in mid air, and mostly remained in the same shape as before, just a bit wrinkly.... then it exploded at the 15% to 17% mark. In the viewport, it now looks like its being suspended in place by the little brass brads/buttons
This is frustrating. One of the reasons I bought it was that I needed a set of short-legged, country-ish coveralls that could be laid out like loose laundry, and this is about the only one I could find that fit the form that I wanted. (The included fabric texture doesn't look "country," but it was trivially easy to replace it with a general denim shader for the scene I want them in.)
*cough*Sparkman Denim Sundress*cough*
Hmm... wasn't thinking about how Buttons can cause problems with dForce Simulation...
If you select one of them in the viewport, take a look at their location in the Scene Tab's hierarchy for the Coveralls... They're probably their own Nodes, each having their own Surfaces with Settings in the Surface Tab. I know there's some instances where I've seen Buttons just fall off the Garment when simulating. It's possible that turning their Simulation Visibility off, or even adding dForce Modifiers to all of them (if they don't already in the instance of completely removing and replacing the whole Garment's dForce Modifier), that they may fall off, either falling to the floor separately or staying floating in mid air as the main Garment falls away from them...
So one probably less desirable test to figure things out, could be to literally delete all the Buttons and anything else that's remaining completely static and then Simulate, just to find out if those parts are causing all your problems or not. It seems generally like they are the culprit, but the fact that the Straps themselves are just falling a little bit makes it seem like some general Simulation Setting Could be playing a part as well.
Like I said, I'm no expert, but I know what it's like to be frustrated and hoping for answers, so just trying to keep ideas coming...