Recommended method for two dforce collision sources?

Can anyone tell me how you would go about creating two sources of collision for dforce clothing? I need to have a woman in a dress sitting on another's figure's leg, so I need the dress to both calculate dynamics against the wearer's body and the leg of the other figure. I think someone explained how to do this a very long time ago, but I certainly can't remember.

Thanks.

Comments

  • SeraSera Posts: 1,675
    edited March 2021

    There is this: https://www.daz3d.com/ghost-dynamics but there might be other ways as well. 

    (Ghost dynamics has several shapes in one prop that you can use to imitate multiple items, making it look like collision is on for more than one thing at once)

    *Edited to clarify what Ghost dynamics does

    Post edited by Sera on
  • margravemargrave Posts: 1,822

    AFAIK, dForce collides with everything in the scene unless it's hidden.

    What you're describing sounds more like the smoothing modifier, which only accepts one collision target. In that case, I think you need to export the mesh and reimport it as a morph with "Reverse Deformations".

  • SevrinSevrin Posts: 6,310

    There's not a single solution.  It depends on the dress, the pose, what the bottom character is sitting on, where the camera is, etc.

    Unless there's clipping with the top character that can't be fixed with included morphs or Fit Control,  it's worth trying a simulation with Memorized Bones Off.  The dress will clip through the legs of the bottom character, but, depending on the length of the dress and camera angle, that may not matter.

  • SnowSultanSnowSultan Posts: 3,643

    Thanks for the replies so far. Margrave is right, and I should rephrase what my problem appears to be. Apologies for the misunderstanding.

    The simulation can't take place with the characters already in the final poses because the dress will already be intersecting multiple other objects and figures. I know a timeline simulation is necessary for situations like this, but is the preferred method still to have the figure wearing the clothing to be translated from a separate location into their final position over time? Can this be done with a simple zeroed pose at frame 0 and the final pose be at frame 29 for example, and the dress will collide with anything it touches during all 30 frames?

    Thanks.

  • margravemargrave Posts: 1,822

    SnowSultan said:

    Thanks for the replies so far. Margrave is right, and I should rephrase what my problem appears to be. Apologies for the misunderstanding.

    The simulation can't take place with the characters already in the final poses because the dress will already be intersecting multiple other objects and figures. I know a timeline simulation is necessary for situations like this, but is the preferred method still to have the figure wearing the clothing to be translated from a separate location into their final position over time? Can this be done with a simple zeroed pose at frame 0 and the final pose be at frame 29 for example, and the dress will collide with anything it touches during all 30 frames?

    Thanks.

    I've had both dForce and the animation system go very wrong on me before, so combining the two is something I actively avoid. I would probably just try and fake it with Mesh Grabber, honestly.

    If you're deadset on dForce, then I believe you can just position the dresswearer above the other person's leg in a seated position, memorize that sitting pose, and then do a timeline animation over four or five frames so they move down just a few inches. As long as the dress is conformant enough to follow the wearer's legs when they're bent, then it should work.

  • SeraSera Posts: 1,675
    edited March 2021

     Personally, I would place the characters near to each other and start from a basic pose (not the memorized one) that is closer to the final pose without having the cloth intersect anything. For example, if possible, I would have the bottom character in his final position for the whole animation. For the second character, with the dforce clothes, I would adjust her arms a bit to get her closer to the end pose and I would have her start standing near the second character. Try to reduce the amount of movement the figures and cloth will have to go through as much as possible, as this will affect the simulation and too much movement will make things look like there is a wind blowing. Another thing to try is to increase the number of frames between start and finish to 60 or more. More frames mean slower movement and could make the cloth look more settled as a result. But you could start with 30 frames and see if that works first. 

    Hiding things the clothes do not touch will speed up the time it takes to simulate. 

    I prefer the animation system when dforcing, since you can control the strength of the dforce result by choosing an earlier frame if you wish. 

    If things start exploding, try turning off self-collision. That often helps quite a bit. 

    Edit: If you are dforcing two sets of clothes, do them separately by freezing one while you simulate the other. Start with the one that will end up on the bottom. 

     

     

    Post edited by Sera on
  • SeraSera Posts: 1,675

    Also, if you don't like the way the fabric of the dress is falling under her but (like if it's bunching up instead of being smooth under her rear) then you can use a primitive to guide the flow of the fabric. Just position the primitive near the woman's behind and have the primitive come close as she sits... so that the primitive pushes and smooths the fabric and prevents it from bunching up. As the fabric gets to be in the right position under her butt, let her and the primitive lower on the y axis, lowering the primitive so that it sinks into the bottom character and allowing the dress to fall on that character's legs. I've never used a primitive in quite that fashion, but in theory, it should work. 

    Anyway, I hope that made sense and I hope it helps! Keep us updated. 

Sign In or Register to comment.