As I'm still muddling through using d-force

Okay without getting into details, I'm creating a scene where the main character has his pants down to his ankles, thus far d-force is behaving so-so, what settings should I apply in the simulation?

Comments

  • y3kmany3kman Posts: 802
    comixfana said:

    Okay without getting into details, I'm creating a scene where the main character has his pants down to his ankles, thus far d-force is behaving so-so, what settings should I apply in the simulation?

    Regular settings should work provided that the pants can slide down and doesn't intersect with the body. You'll also need a floor or primitive plane to catch the pants. Have you considered using a regular rigged pants with that morph?
  • comixfanacomixfana Posts: 268

    I'm thinking of using the Greybro jeans

  • RobinsonRobinson Posts: 751
    edited April 2021

    comixfana said:

    Okay without getting into details, I'm creating a scene where the main character has his pants down to his ankles, thus far d-force is behaving so-so, what settings should I apply in the simulation?

    There's no need to get into details.  A lot of us have felt this inexplicable need and so have some knowledge on the subject.  Cough.

    With dforce there are a few parameters it's useful to know how to play with to get the desired result.  There's a lot of trial and error of course (some tweaking).  Dynamics Strength is one of them.  Setting it to 1 means the sim is entirely dForce controlled.  If it's < 1, there's some conforming influence on the vertices, i.e. at 0 the vertices won't move away from their positions.  So set this to 1.  Another one to play with is friction.  And then if you're still having trouble due to elasticity, contraction-expansion ratio is useful.  Read up on that as it's quite sensitive (number just above or below 100%, don't go nuts with it).

    Another useful trick is to make a cylinder or a plane, give it static dForce mod and then animate it moving down to push the dForce surfaces down too.  You have to be careful with tessellation here (subdivide the plane) and maybe play with collision offset if your sim explodes.

    Post edited by Robinson on
  • SevrinSevrin Posts: 6,310

    One thing to be aware of with Greybro's jeans, is the weight mapping.  Only the legs will simulate as they are.  You'll need to adjust it if you want them to fall down at all.  That said, if you have the taking off for G8M poses that go with the jeans, there's one for men that has the jeans around the ankles.  The poses are hierarchical, and you'll need make upper body, etc adjustmenst after posing the pants.  Once that's all done, you can simulate.  I don't have those poses, so can't try it out.

     

    Screenshot 2021-04-09 191452.jpg
    558 x 1092 - 63K
  • fred9803fred9803 Posts: 1,564

    What Savrin is talking about is that the waist won't simulate so it will hold the pants up. If you use these pants you'll need to remove the dForce modifier, and then add dForce dynamic surface to the pants. This will remove the waist constraint and make the whole item dynamic. You basically want the pants to then slide down the figure's hips, buttox and legs. Look at the settings half-way down this page.

  • ParadigmParadigm Posts: 421

    Try setting cutout opacity on the metal bits to 0 maybe. I've found that belts, buckles, zippers, etc on any clothing seems to break dforce

  • Matt_CastleMatt_Castle Posts: 2,674

    Paradigm said:

    Try setting cutout opacity on the metal bits to 0 maybe. I've found that belts, buckles, zippers, etc on any clothing seems to break dforce

    Cutout opacity has no influence on dForce. The parameter in this case is "Visible to Simulation" (different versions exist as surface and object parameters, to be used as appropriate).

Sign In or Register to comment.