How Do I Stop Clothing from Going Through Objects

Super new to this and have been trying to figure out how I get clothing on my figures to sit the correct way if the character is in a chair or lying down.  I cannot find a way to do this. If a female character of mine is wearing a dress and lays down on a bed... the dress goes through the bed and does not conform to the surface of the bed.  Any help is appreciated.

Comments

  • The normal conforming clothing item can't "see" any objects but the figure what is dressed with it. Thats why it can go through walls and furniture. You have to use some slider in the property pane (if the PA has created some) or to use products like "Mesh grabber" . But the newer dForce clothing can interact with other items, that means the dress will lay on the bed. Please read here how it works https://www.daz3d.com/forums/discussion/208141/how-to-use-dforce-creating-a-blanket-draping-clothes-on-furniture-and-much-more-commercial

  • ebergerlyebergerly Posts: 3,255

    Also don't forget that you can do some "poke thru" type collision detection in DAZ, for example if you have parts of the character that poke thru the clothing they're wearing. Just select the clothing object, then in the top right corner of the DAZ window there's a drop-down with and arrow and 4 horizontal bars. Click that, select Edit/Geometry/Add Smoothing Modifier. Then in the Parameters tab under Mesh Smoothing select the collision item (the character), and it should prevent the body from poking thru the clothing. 

  • onixonix Posts: 282

    You need to use dForce simulation for that. it can not be achieved by conforming.

    to some extent, you could use a smoothing collision modifier too but with very limited success.

    Simple dForce setup may not work as you want because it will seriously ruin clothes geometry

    so one way of doing that is if you disable gravity and then make a bed/chair move up to push clothes during the simulation.

     

  • ebergerlyebergerly Posts: 3,255

    FWIW, here's an example of what a nice job the smoothing modifier can do with collision between objects. I merely added a divided plane and a divided sphere, set the collision object as the sphere, and lowered the plane into the sphere. As you can see it did a nice job of making sure the plane laid on the sphere surface. 

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  • onixonix Posts: 282

    ebergerly said:

    FWIW, here's an example of what a nice job the smoothing modifier can do with collision between objects. I merely added a divided plane and a divided sphere, set the collision object as the sphere, and lowered the plane into the sphere. As you can see it did a nice job of making sure the plane laid on the sphere surface. 

    There is a practical problem with your example that you can only do that in the middle od that plane if you will try to do the same with its edge it will not work that good 

    also smoothing modifier will ruin your model geometry

  • ebergerlyebergerly Posts: 3,255

    Here's the same configuration showing wireframe shaded, and it looks like both geometries are real clean after the smoothing/collision, and the edge geometry is uniform and clean also.

    I've found the smoothing modifier collision detection to be surprisingly good at stuff like when I have a cloth-simmed clothing (un-rigged), if I change a pose often all that's needed to re-fit the clothing to the character is the smoothing collision. Depends on mesh geometry and collision settings of course, but the results can be pretty amazing.

    Smoothing.JPG
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  • BlueSiriusBlueSirius Posts: 86
    edited March 2021

    Another approach you may wish to learn is making morphs to correct things.

    Depending on the dress your character has fitted each has a tolerance for movement so some you might get away with sitting that character in a chair, others you will not.

    That is not the end of the story, you can deform the dress, you can also make a morph control for the dress. There are tutorials on making morphs.


    A simple example work flow is import the dress into Daz but not fitted to a character. Export it to Hexagon using the Daz Bridge, In Hexagon select points below the knees - shift centre of rotation near where a knee would be if the dress was worn. Twist it all about 20 degrees and line it up get rid of any bad kinks. Soft selectioon on about 0.2 will help. Now send this dress back to Daz using Hexagons Bridge. Accept make a morph. Name it "Bend at Knee."  (can save this morph once tested). If it is imported as a prop it will just become a shell and loose rigging.hence make a morph is the answer here.

    It might take a few tries to get a good looking adjustment morph, I do a few and save the best one.

    Test it by:
    1) Duplicate the item so you have a fresh one to send Hexagon unfitted if need to redo or make another morph.
    2) Fit it to your character and sit them in that chair.. apply the morph 100% and test -200% and 200% (type Knee or Bend in parameters to find it if need)
    3) Set limits on the new morph according to testing.

    If making a series of morphs they will generally work better if each is made from a fresh non morphed start position. This does not prohibit making morphs intended to stack but later you may not remembers to do morph A before morph B.

    Now the thing about this new morph is... it does not just bend the dress 20 degrees if apply it.. that is what 100% does.... You could set it to -200% or 400%.... it has made a control to bend that dress back and forth. You have upgraded the utility of this dress.

     

    There are some dresses you may get with no adjustment morphs, some people make lovely items and give them away as free props. These need such upgrading to make them compete with polished products. Then there are polished products, there are dresses from some of the better published artists available in the store with a tonne of adjustment morphs built in.

    The simple way to save this modifed dress with the knee bend morph is just to use it in a scene once made in a session and it will save with the scene. You can save the dress as a subset then bring it into other scenes with the new morph. You don't need to but you can save it as a modified asset so any new use of the dress will have these modifications. While you are learning you are better to leave the original dress alone and make a variant meaning keep the modified thing in scene subsets.

    Be careful to check if the dress has any preexisting morphs. It it has none and you add some and don't break it then it is improved. Sometimes you get lucky and find the original item has morphs you didn't realise were included.I've added bend morphs to hairs before so they can dangle down when the actor leans over and then found the product already had such morphs! 

     

    Morphing the character can also be an alternative. Example situation: You character is in a dress that follows her well but she sits in a thin chair her rounded butt goes through the seat of the chair with the dress. Solution - make your character a flattened butt morph for used when sitting. Posing youy character just above the chair with a flat butt now stops the dress going through it.

    Post edited by BlueSirius on
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