is it possible to d-form things so it stays more proportionate to itself?

I have been messing around with D-formers for a bit trying to have a worn clothing effect on something I want to show as a G8M figure holding a shirt he just removed. I want the shirt to look crumped to some degree but trouble is when you are d-forming and pull and push around the red/yellow area's we highlight, It seems we cannot actually push or pull the area much before it gets dis-proportioned to the rest of the item.

Is it not possible to actually d-form move anything proportionally to itself so things are more levelled out and you maybe have more leyway before something you are d-forming looks too off scale or large/small?

Sorry I didn't explain it great but I hope someone understands what I mean here lol.

Comments

  • algovincianalgovincian Posts: 2,636
    Drekkan said:

    I have been messing around with D-formers for a bit trying to have a worn clothing effect on something I want to show as a G8M figure holding a shirt he just removed. I want the shirt to look crumped to some degree but trouble is when you are d-forming and pull and push around the red/yellow area's we highlight, It seems we cannot actually push or pull the area much before it gets dis-proportioned to the rest of the item.

    Is it not possible to actually d-form move anything proportionally to itself so things are more levelled out and you maybe have more leyway before something you are d-forming looks too off scale or large/small?

    Sorry I didn't explain it great but I hope someone understands what I mean here lol.

    Sounds like what you're looking for is a cloth simulation. DS has dForce (a cloth simulation tool) built in. It may suit your needs - try googling some tutorials.

    - Greg

  • DrekkanDrekkan Posts: 459
    Drekkan said:

    I have been messing around with D-formers for a bit trying to have a worn clothing effect on something I want to show as a G8M figure holding a shirt he just removed. I want the shirt to look crumped to some degree but trouble is when you are d-forming and pull and push around the red/yellow area's we highlight, It seems we cannot actually push or pull the area much before it gets dis-proportioned to the rest of the item.

    Is it not possible to actually d-form move anything proportionally to itself so things are more levelled out and you maybe have more leyway before something you are d-forming looks too off scale or large/small?

    Sorry I didn't explain it great but I hope someone understands what I mean here lol.

    Sounds like what you're looking for is a cloth simulation. DS has dForce (a cloth simulation tool) built in. It may suit your needs - try googling some tutorials.

    - Greg

    hmm ok but I assume without dforce this is not possible?

  • algovincianalgovincian Posts: 2,636
    Drekkan said:
    Drekkan said:

    I have been messing around with D-formers for a bit trying to have a worn clothing effect on something I want to show as a G8M figure holding a shirt he just removed. I want the shirt to look crumped to some degree but trouble is when you are d-forming and pull and push around the red/yellow area's we highlight, It seems we cannot actually push or pull the area much before it gets dis-proportioned to the rest of the item.

    Is it not possible to actually d-form move anything proportionally to itself so things are more levelled out and you maybe have more leyway before something you are d-forming looks too off scale or large/small?

    Sorry I didn't explain it great but I hope someone understands what I mean here lol.

    Sounds like what you're looking for is a cloth simulation. DS has dForce (a cloth simulation tool) built in. It may suit your needs - try googling some tutorials.

    - Greg

    hmm ok but I assume without dforce this is not possible?

    One of the things that a simulation will do is conserve the area (length and width) of the fabric. I think that is what you were trying to say. It is possible that somebody skilled at making morphs (with dFromers or otherwise) could accomplish the same thing, but generally speaking the tools won't do it automatically for you.

    - Greg

  • HavosHavos Posts: 5,404

    If you own MeshGrabber (https://www.daz3d.com/mesh-grabber) you might find this a much more suitable tool to achieve what you want, as it is easier to select the polygons to be manipulated.

  • NorthOf45NorthOf45 Posts: 5,556

    You can make a weightmap-based D-Former instead of the usual sphere, or use a Push-Modifier, also weightmap-based.

    For D-Forms: Select the D-Former Field, change the Influence on the parameters tab to Weight Map. Select the Weight-Map tool and go to Tool Settings. Add the Influence Weights map. It will start with the weight from the spherical influence, so you will have to clear it and paint in what you want.

    For more subtle displacement, you could use a Push Modifier, to make small displacements to the clothes. Create a New Push Modifier Weight Node, change to the Weight Map tool, select the new Push Modifier, add a new map (you can add more than one map to the node). You might need to clear what is created initially, I believe it starts with 100% everywhere.

    For both, the movement is outward from the surface (or inward, if you dial it in negative). Making the weight map is the same under any method, so if you know how to do that, you should be able to get something pretty quick. You can select some of the polygons and fill with a specific weight, or paint the areas you want, and a couple other methods. Weight mapping is an art in itself.

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