Clothing poking through clothing worn by other figures

Got a couple of queries today so sorry if I'm a pest! Trying something more ambitious.

Can anyone offer advice on how to stop clothing clipping trhough the clothing (or body!) of another figure?

One character is wearing a dForce cloak and the sleeves keep clipping through the non dForce clothing of the character she is hugging. I have simulated but it clips through. Also tried moving one click at a time and it clips. Tried moving the bones of the clothing, it doesn't come in enough. Tried a dDormer and it is a bit of mess.

I could keep messing around with dFormers, but is there a more elegant solution I am overlooking?

Comments

  • FSMCDesignsFSMCDesigns Posts: 12,754

    Try applying a smoothing modifier with collision set to the underlying figure

  • Collision set to the clothing on the other figure? I did try that but then it fell to bits on the figure that is wearing it.

    Can the dForce clothing item be set to collide with more than one thing?

  • GordigGordig Posts: 10,051

    FSMC meant collision on the smoothing modifier. dForce clothing should naturally collide with everything in the scene that hasn't been set to invisible for simulations.  

  • If I up the smoothing iterations to 15, change collision to the other item (a jacket) and bend the arms in 1 click at a time the sleeve ends look perfect, but of course it pokes through everywhere else because it is no longert colliding with the figure that is wearing it. If I don't change the collision item it clips through.

    If I could save the sleeve ends and recollide everything else with the original figure this would do it. Maybe if I take the weight map off the sleeves.. but then it would being aty the original frame I guess. If I could crop the animation right here and have that as frame zero, then start with how it looked at the end of the exuisting animation, but I can't for the life of me see how to do that.

    I guess the problem is it doesn't seem to collide enough with the jacket (which is not invisible to simulation!). They are hugging pretty tight. The sleeves clip through a lot.

     

     

     

     

  • Sometimes putting in some cubes or spheres help. After the simulation, hide them of course for the render ;-)

  • Sometimes putting in some cubes or spheres help. After the simulation, hide them of course for the render ;-)

    Really? What, just anywhere in the scene?

    I generally get the figure to 0,0,0 by moving the environment, which solves some issues. Maybe I should add a standard cube and a sphere too !

    In this case I tried a push modifier and that did the trick, but made the cloak very chunky. I turned that off and got there in the end by moving the arms a bit. Weird but moving one arm further around seemed to solve both sleeves. They weren't touching.

    Just got to wiggle things around sometimes I guess.

     

  • hahaha ... um, no. Some put an object, for example, over the hand if it be the hand that requires having the cloth draped over it. These objects need a fair bit of mesh to them so items do not drape through them.

    Yes, moving items around can help ... esp. if there is any chance of poke through or cross throughs happening. Then the mesh can do some neat exploding scenes..

  • Oh, okay. A bit of extra solid help guiding the draping, basically.

    Thanks for the tip!

  • Ok silly question but is there enough room between the figures/clothing for the dForce cloth to actually drape? I've seen a lot of poses where the mesh of the base figures is actually touching or just barely touching and this can cause the dForce clothing to collide into itself and blow up during simulation...

  • Barely. I have fixed it now. Shortened the sleeves a bit, changed the pose a bit, used the clothing helper to shrink some bits down and 4 d-formers to eradicate the last of the poke throughs. Happy with it now, but I guess the more complicated poses just take more work!

    Thank you for all the tips.

  • May use it for the new user challenge (now I have a better GPU!).

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