Thanks for the tutorial. Any idea why dforce clothes would simply pass through a person, rather than collide? I have been trying to do a render, two different dresses I tried so far has done that. The g8 girl as far as I can tell is set as a collision in dynamics, I think it's set like that by default, but I readded it through the menu in case.
Thanks for the tutorial. Any idea why dforce clothes would simply pass through a person, rather than collide? I have been trying to do a render, two different dresses I tried so far has done that. The g8 girl as far as I can tell is set as a collision in dynamics, I think it's set like that by default, but I readded it through the menu in case.
I have never come across that - all I can suggest is trying to switch to another collision mode and see if that gives you better results. :)
Very cool video but I like I can gather many others do not have access to Modo due to cost.. I do have both Hexagon and Blender, but not sure how to use them for clothing most of what I have done is morphs..
Thanks for the tutorial. Any idea why dforce clothes would simply pass through a person, rather than collide? I have been trying to do a render, two different dresses I tried so far has done that. The g8 girl as far as I can tell is set as a collision in dynamics, I think it's set like that by default, but I readded it through the menu in case.
Check whether the clothes are intersecting with the figure mesh anywhere.
Simple rule of thumb:
if they are not intersecting, they will be colliding
If the ARE intersecting they will not be colliding
If they are intersecting AND the figure is animated the cloth will be attached to the figure at the points of intersection
Are you just using the Simulate command, or Simulate Selected? The latter treats everything else in the scene as invisible to simulation; you have to select both the dyamic items and the things you wish them to collide with.
Thanks for the tutorial. Any idea why dforce clothes would simply pass through a person, rather than collide? I have been trying to do a render, two different dresses I tried so far has done that. The g8 girl as far as I can tell is set as a collision in dynamics, I think it's set like that by default, but I readded it through the menu in case.
I've had that problem with new versions of dForce too. As an example that everyone has in their DAZ Studio install, the Genesis 8 Male Essentials T-Shirt will do that. It's like the T-Shirt mesh's polygonal density is not high enough for dForce to work properly.
Thanks for the tutorial. Any idea why dforce clothes would simply pass through a person, rather than collide? I have been trying to do a render, two different dresses I tried so far has done that. The g8 girl as far as I can tell is set as a collision in dynamics, I think it's set like that by default, but I readded it through the menu in case.
I've had that problem with new versions of dForce too. As an example that everyone has in their DAZ Studio install, the Genesis 8 Male Essentials T-Shirt will do that. It's like the T-Shirt mesh's polygonal density is not high enough for dForce to work properly.
Are you talking about 'Basic Wear T_Shirt'?
I just added that to Jonathan 8, added dForce, made a walking pose, and it simulated nicely.
Very cool video but I like I can gather many others do not have access to Modo due to cost.. I do have both Hexagon and Blender, but not sure how to use them for clothing most of what I have done is morphs..
No need for fancy programs, the bridge tool is a standard in modelling programs and you'll have the equivalent in both Hexagon and Blender :)
Thanks for the tutorial. Any idea why dforce clothes would simply pass through a person, rather than collide? I have been trying to do a render, two different dresses I tried so far has done that. The g8 girl as far as I can tell is set as a collision in dynamics, I think it's set like that by default, but I readded it through the menu in case.
I've had that problem with new versions of dForce too. As an example that everyone has in their DAZ Studio install, the Genesis 8 Male Essentials T-Shirt will do that. It's like the T-Shirt mesh's polygonal density is not high enough for dForce to work properly.
Are you talking about 'Basic Wear T_Shirt'?
I just added that to Jonathan 8, added dForce, made a walking pose, and it simulated nicely.
It definately doesn't for me. Multiple tries in different sessions and it always looks like a fishing net the way it collapses and falls though the skin geometry. I wind up using the t-shirt from Sloshwerks' Naval Uniform instead. I am downloading the DS 4.14.1.22 PB now so I will try again.
Unfortunately it doesn't work for me. After applying the Transfer utility, the imported mesh is shifted and distorted. I think this is due to custom morphs on the character or on the clothing itself. But I tried to remove the clothes from the character. And do it all over again on the base grid without morphs. And I got distortions and offsets again. I used the blue color to highlight the imported mesh
Unfortunately it doesn't work for me. After applying the Transfer utility, the imported mesh is shifted and distorted. I think this is due to custom morphs on the character or on the clothing itself. But I tried to remove the clothes from the character. And do it all over again on the base grid without morphs. And I got distortions and offsets again. I used the blue color to highlight the imported mesh
Were the clothes modelled around the base shape or the morphed shape?
Thanks for the tutorial. Any idea why dforce clothes would simply pass through a person, rather than collide? I have been trying to do a render, two different dresses I tried so far has done that. The g8 girl as far as I can tell is set as a collision in dynamics, I think it's set like that by default, but I readded it through the menu in case.
I've had that problem with new versions of dForce too. As an example that everyone has in their DAZ Studio install, the Genesis 8 Male Essentials T-Shirt will do that. It's like the T-Shirt mesh's polygonal density is not high enough for dForce to work properly.
Are you talking about 'Basic Wear T_Shirt'?
I just added that to Jonathan 8, added dForce, made a walking pose, and it simulated nicely.
It definately doesn't for me. Multiple tries in different sessions and it always looks like a fishing net the way it collapses and falls though the skin geometry. I wind up using the t-shirt from Sloshwerks' Naval Uniform instead. I am downloading the DS 4.14.1.22 PB now so I will try again.
So I just tried again and the t-shirt no longer sinks into the skin but the netting look where the polygons meet is still there, very strongly, most strongly on the vertical. I guess I need to adjust the strength of immobility of the polygon joint locations but I'm not sure which ones to use or how much to change them.
Shouldn't dForce be figuring out the locations of the seams and possible different textiles within the surfaces and then treating the inner parts bounded by those seams all as a uniform cloth?
Unfortunately it doesn't work for me. After applying the Transfer utility, the imported mesh is shifted and distorted. I think this is due to custom morphs on the character or on the clothing itself. But I tried to remove the clothes from the character. And do it all over again on the base grid without morphs. And I got distortions and offsets again. I used the blue color to highlight the imported mesh
There's a couple of MUST rules for this to work. It has to be the base geometry that's fits your base figure. It has to be in zero pose. It has to be base resolution with no smoothing applied. Because the add on vertices must match exactly to the base obj vertices any movement will cause it to not work at all, exactly like with geografts. Using the bridge tool gives me the most consistent results for matching vertices between the 2 parts.
Thank you for the additional tutorial. I am trying to do the rolled edge in Blender after designing the garment in Marvelous Designer. I haven't mastered it yet, but I am making slow progress. I wonder if there is a way to do it right in Marvelous Designer. I need to learn the MD remesh, because Blender edge loop doesn't work worth a darn with the goofy MD quadrangulate faces. I got around that temporarily by adding some internal lines near the hemline to force better mesh generation there.
Here is my WIP.
Edit: This was after simulation, so you can see that the dynamic surface add on worked.
Very cool video but I like I can gather many others do not have access to Modo due to cost.. I do have both Hexagon and Blender, but not sure how to use them for clothing most of what I have done is morphs..
No need for fancy programs, the bridge tool is a standard in modelling programs and you'll have the equivalent in both Hexagon and Blender :)
Tip for Hexagon's bridge, help it. First bridge one set of lines on one side, then the other side, then can loop {remove selection on the side lines} and bridge those in between. Select the new faces, copy/paste - select that group, rename it, and then it can be sent back over the bridge to D/S.
To make this extra thickness, all 3D modeling apps have a "thickness" (as it's called in Zbrush, added recently to the dynamic subdiv) or a "shell" option (terminology is always different..) that pushes the whole geometry in and/or out a generates a bridge between original shape and shell. Delete all the shell but its edges and you end up with a thick looking cloth.
Comments
Thanks for the tutorial. Any idea why dforce clothes would simply pass through a person, rather than collide? I have been trying to do a render, two different dresses I tried so far has done that. The g8 girl as far as I can tell is set as a collision in dynamics, I think it's set like that by default, but I readded it through the menu in case.
Thank you. You do a great job on your tutorials (and your store products, too) !
I have never come across that - all I can suggest is trying to switch to another collision mode and see if that gives you better results. :)
Very cool video but I like I can gather many others do not have access to Modo due to cost.. I do have both Hexagon and Blender, but not sure how to use them for clothing most of what I have done is morphs..
Check whether the clothes are intersecting with the figure mesh anywhere.
Simple rule of thumb:
Thank you! Will have to give that a go :-)
Are you just using the Simulate command, or Simulate Selected? The latter treats everything else in the scene as invisible to simulation; you have to select both the dyamic items and the things you wish them to collide with.
I've had that problem with new versions of dForce too. As an example that everyone has in their DAZ Studio install, the Genesis 8 Male Essentials T-Shirt will do that. It's like the T-Shirt mesh's polygonal density is not high enough for dForce to work properly.
Are you talking about 'Basic Wear T_Shirt'?
I just added that to Jonathan 8, added dForce, made a walking pose, and it simulated nicely.
No need for fancy programs, the bridge tool is a standard in modelling programs and you'll have the equivalent in both Hexagon and Blender :)
It definately doesn't for me. Multiple tries in different sessions and it always looks like a fishing net the way it collapses and falls though the skin geometry. I wind up using the t-shirt from Sloshwerks' Naval Uniform instead. I am downloading the DS 4.14.1.22 PB now so I will try again.
Unfortunately it doesn't work for me. After applying the Transfer utility, the imported mesh is shifted and distorted. I think this is due to custom morphs on the character or on the clothing itself. But I tried to remove the clothes from the character. And do it all over again on the base grid without morphs. And I got distortions and offsets again. I used the blue color to highlight the imported mesh
Were the clothes modelled around the base shape or the morphed shape?
So I just tried again and the t-shirt no longer sinks into the skin but the netting look where the polygons meet is still there, very strongly, most strongly on the vertical. I guess I need to adjust the strength of immobility of the polygon joint locations but I'm not sure which ones to use or how much to change them.
Shouldn't dForce be figuring out the locations of the seams and possible different textiles within the surfaces and then treating the inner parts bounded by those seams all as a uniform cloth?
There's a couple of MUST rules for this to work. It has to be the base geometry that's fits your base figure. It has to be in zero pose. It has to be base resolution with no smoothing applied. Because the add on vertices must match exactly to the base obj vertices any movement will cause it to not work at all, exactly like with geografts. Using the bridge tool gives me the most consistent results for matching vertices between the 2 parts.
I tried this and it worked fine. I have a related question. What is a good technique for creating the rolled edges?
I'll set up a short video on how I do it in Modo a bit later today :) It should transfer to similar workflow in other programs
Thanks, I appreciate your generous help. I didn't buy Topsy or her bundle, but I bought the Embers Outfit.
A quick and easy way using thicken in Modo. You can also thicken the whole garment and then delete the insides keeping just the edge. :)
Thank you for the additional tutorial. I am trying to do the rolled edge in Blender after designing the garment in Marvelous Designer. I haven't mastered it yet, but I am making slow progress. I wonder if there is a way to do it right in Marvelous Designer. I need to learn the MD remesh, because Blender edge loop doesn't work worth a darn with the goofy MD quadrangulate faces. I got around that temporarily by adding some internal lines near the hemline to force better mesh generation there.
Here is my WIP.
Edit: This was after simulation, so you can see that the dynamic surface add on worked.
yea that worked really well :)
Here's another render with G8F posed. Your help is very valuable. Thanks again for all the information you have shared.
You're welcome! :)
Tip for Hexagon's bridge, help it. First bridge one set of lines on one side, then the other side, then can loop {remove selection on the side lines} and bridge those in between. Select the new faces, copy/paste - select that group, rename it, and then it can be sent back over the bridge to D/S.
To make this extra thickness, all 3D modeling apps have a "thickness" (as it's called in Zbrush, added recently to the dynamic subdiv) or a "shell" option (terminology is always different..) that pushes the whole geometry in and/or out a generates a bridge between original shape and shell. Delete all the shell but its edges and you end up with a thick looking cloth.