dForce Cape Kneeling - How To Do It?
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So I'm using dForce SY Capes II for Genesis 8. I come to the point I want to use one of them on a kneeling figure. Now, in the past sometimes I've been able to - and my memory is fuzzy on how I managed it - zero the item and cause it to spread out in a horizonal plane behind the figure, so it could drape, etc. With ST Cape 2.. no such luck, unless I'm missing something. I'm trying to use the yoked cape in this situation: How can I get this to the point that, when I run Simulate, the cape puddles on the floor behind him instead of clipping?
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dazcape.PNG
664 x 985 - 1M
Post edited by ebonartgallery on
Comments
If it's dForce it won't clip. It will explode. Something is wrong. post the simulation settings.
if the floor doesn't have a dforce static surface modifier applied to it, the cape won't 'see' it and collide with it during the sim.
create a plane primitive a little larger than the area you expect the cape to spread out on. give it a good number of polygons when you're creating it. under edit/figure/geometry, give it a dforce static surface modifier. then position the plane at floor-level, and--to keep it from appearing in your render--go to its surfaces tab, and assign it an opacity of something like 0.0001. also check your parameters to make sure that it's set to be visible during dforce simulation.
your cape should puddle when it hits the floor during your animation, then.
I don't have the product so can't test it. From the image it looks like the cape is hanging and intersecting with the figure and floor; if that is the starting pose, you won't get draping. Here's a few things you can try
1. Does the cape have a bone where you can rotate it horizontal to start? Then it would fall in an arc.
2. Set up an animated simulation with the figure horizontal to start in the default A or T pose. Then at frame 5 have the figure rotate to vertical and then at frame 10 the kneeling pose.
3. If the cape is rigged to follow the figure, you may need to unfit it but leave it in place. The figure's movement will carry it along.
4. You could use dForce magnet (store product) or helper objects (simple spheres), either set at the corners of the cape, to help move it.
5. If you have Meshgrabber Rotate (store product), you could move the cape so it's clear of the figure and then let dForce drape it.
You could also use a cylinder preset in an animated simulation, starting with it front of the figure and then moving it back so it pushes the fabric back out over the legs. Part of the issue with things like this is that physically correct and artisticly correct may not match, so just as with a real-worl photoshoot it's often necessary to go in and overrule nature.