Rigid objects in clothing items?

jdavison67jdavison67 Posts: 650
edited December 1969 in Daz Studio Discussion

I've noticed in most clothing items, things that should not stretch often do, in poses.
For example buckles and buttons...
Is there a way to designate these items as rigid?

JD

Comments

  • ToyenToyen Posts: 1,906
    edited January 2015

    Hey there.

    I remember way back when I was trying to figure this out.

    I think there are 2 ways that come to mind you could achieve this.

    1.) With rigidity groups

    I never really looked into it because I never needed to but one day I might. I found this - https://www.youtube.com/watch?v=GUg0Q1KiqiU

    You can see at the end of the video once all the work has been done to make the guns not stretch, here´s still a lot of manual adjusting needed to get the gun to the right place and to make it look right after dialing in a body morph.

    2.) With adjusting the weight painting

    This is what I´ve done recently when trying to make me zipper not stretch.

    The one disadvantage here is that once the weights were adjusted so the piece of geometry that is supposed to be rigid does not stretch, the rest of the outfit can end up penetrating the rigid object since there is no collision detection going on.

    And unlike the rigid groups, you can´t manually adjust the rigid object here because it is part of the geometry.

    I´ve seen in the video that the guns could be moved and rotated but that´s not the case here.

    But maybe the guns could be moved because he created bones for them. That can certainly be done here too I guess.

    So if you don´t know how to create the rigidity groups or if you just don´t wanna create them for some reason you have 2 options:

    Let it stretch or adjust the weights but be prepared for possible poke-through.

    I must look into rigidity groups one day : )

    Post edited by Toyen on
  • SickleYieldSickleYield Posts: 7,644
    edited December 1969

    Rigidity only affects whether generated morphs apply to an object. The rest of it is the weight maps and if the maker has chosen to designate a submesh as a separately loading element (a "rigid follow node").

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,503
    edited December 1969

    I would think the best way to solve this is simply parenting the object.
    Many belts for older figure are parented with sizing and adjusting up/down morphs probably for this reason
    if built into an outfit they need some sort fixing morphs maybe.
    I dislike conformed rigged hats and stuff too for this reason, it can still be a rigged prop with its own posing bones but should not follow the figures morphs.
    Likewise bangles and bracelets.

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