Problem with dForce

Hi

I created a skirt with Blender, for GF8.
I imported it and applied the Transfer Utility for Genesis 8 Female.
Then, I placed this skirt on the Genesis 8 Basic Female body. 
With dForce, I made a simulation which worked very well.

Then, I placed this skirt on a Genesis 8 Female body which has several morphs. 
I launched the same simulation with the same parameters, but the mesh of the skirt exploded as seen in the image below.

Perhaps you have encountered the same problem ?

 

 

Comments

  • Richard HaseltineRichard Haseltine Posts: 102,291

    Check that there is no intersection between the outfit and the figure.

  • Willy2Willy2 Posts: 177

    Following this problem, I thought that dForce could not work with a body which contains multiple morphs.
    So I did several tests, with very different morphs, by modifying the shape of the buttocks and legs, and I found that dForce worked well !

    To do these tests, I used an animation with 2 frames only:

    -> Frame 0 for the pose 0

    -> Frame 1 for a  pose I made

     

    • If I launch the simulation, by choosing <Current Frame> I have a correct result for each frame, as seen in the following figure:

    • If I launch the simulation, by choosing <Animated (Custom)> I have a correct result for the two frames simultaneously.

     

    • But if I launch the simulation, by choosing <Animated (Use Timeplay Play Range)> the result isn't good for the frame 1, as we can see in the following image:

     

  • GordigGordig Posts: 10,171

    One frame isn’t enough to get a good simulation unless the change in pose is very small.

  • Willy2Willy2 Posts: 177

    I don't understand when to use <Animated (Use Timeplay Play Range)>
    I did a new test with 30 frames (frame 0 with zero figure pose, frame 29 with pose I made)
    If I launch the simulation with <Animated (Use Timeplay Play Range)> the skirt deforms correctly until frame 25, and then the mesh explodes from frame 26 to frame 29.
    Of course, I could ignore this option but if it exists it must be useful !

  • GordigGordig Posts: 10,171

    If that’s the case, try running the simulation up to frame 25, then take a close look at the mesh to see if you can identify the problem. 

    Timeline play range vs. selected frames is just a case-by-case matter. If you’re using the timeline solely for a simulation like this, you can set it to whatever you want, as long as you’ve got enough frames to get a good simulation. 

  • That's much too great a change for 1/30th of a second. Think of it in real, physical terms... how fast must her hips have snapped in order to move that far in so little a time? What would that do to the cloth?

Sign In or Register to comment.