clothes on the floor tutorial?

Hi -

I see many people post showing clothes thrown on the floor. I cannot figure out how to do that. If I open a DForce item and leave it right above the floor. The breast part of a sdhirt or the waist part of the pants stay in mid air while the rest of the piece of clothing drapes in place.

I would appreciate to a link to a tutorial or something to help me figure this out. Thank you

Comments

  • Some of the scenes may be using models sold as clothing on the floor, or clothing sold with dropped morphs (SickleYield often adds those). In the case of the dForce items, there may be a surface group with Dynamic Strength set to 0 to keep the thing in place (in which case select the model, go to the Editor tab of the Surfaces pane, select all surfaces - or click on the stuck areas with the Surface Selection tool - and set Dynmaic Strength to 1) or there may be a weight map limiting the effect of dForce in that area (in which case you need to go to Create>New dForce Weight Node, with the clothing item selected, switch to the Node Weightmap Brush tool, in the Tool Settings pane select the Influence weights map - I think - and right-click>Geoemtry Selection>Select All, right-click>Weight Editing>Fill selected, and enter a value of 100%).

  • KeithHKeithH Posts: 336

    Long as there are no rings in the clothing this works perfectly. THANK YOU SO MUCH

    Some nightgowns have rings that the straps connect to. How do you make those parts drop with the clothing?

    Right now the rings stay in place and the clothes drop but hung in mid air from the rings on the straps.

  • KeithHKeithH Posts: 336

     Create>New dForce Weight Node, with the clothing item selected, switch to the Node Weightmap Brush tool, in the Tool Settings pane select the Influence weights map - I think - and right-click>Geoemtry Selection>Select All, right-click>Weight Editing>Fill selected, and enter a value of 100%).

     

    Following those instructions I got a mans pair of jeans to work - It has a button and still worked. But not the rings on the nightgown so I am close. smiley

  • Yes, some parts of clothing will not dForce gracefully. Buttons are often separate props, parented to Rigid Follow Nodes that move with the clothing, but something like a loop has to be part of the clothing or it will fall apart. Straps are also often an issue, the edges may well be shorter than the offset value which can cause the whole simualtion to "explode". In thos cases you may need to use a differnt item, or cheat (hide the distorted parts for rendering, and turn off Visible In Simulation before letting dForce work, then if desired load a second copy of the clothing, hide everything else, and use posing or dForms to place the straps or buckles or whatever in the heap of crumpled clothing).

  • KeithHKeithH Posts: 336

    (hide the distorted parts for rendering, and turn off Visible In Simulation before letting dForce work, then if desired load a second copy of the clothing, hide everything else, and use posing or dForms to place the straps or buckles or whatever in the heap of crumpled clothing).

    Thank you - Will try this

  • Richard Haseltine said:

    Some of the scenes may be using models sold as clothing on the floor, or clothing sold with dropped morphs (SickleYield often adds those). In the case of the dForce items, there may be a surface group with Dynamic Strength set to 0 to keep the thing in place (in which case select the model, go to the Editor tab of the Surfaces pane, select all surfaces - or click on the stuck areas with the Surface Selection tool - and set Dynmaic Strength to 1) or there may be a weight map limiting the effect of dForce in that area (in which case you need to go to Create>New dForce Weight Node, with the clothing item selected, switch to the Node Weightmap Brush tool, in the Tool Settings pane select the Influence weights map - I think - and right-click>Geoemtry Selection>Select All, right-click>Weight Editing>Fill selected, and enter a value of 100%).

    Thank you so much, this was exactly what I needed. 

  • Another (slightly less sophisticated) method, is to select the clothing item, go to edit>object>geometry>remove DForce modifier. Then go back and do edit>object>geometry>Add DForce modifier: Dynamic surface. It's a little quicker than the other methods, however, with more complex textures, such as lace, it will have issues. Always worth a try, just for simplicity, though. As Richard suggested, cheating is always an option. I use the Multi Dress System to make an approximate replacement for dresses and shirts that won't simulate. I have other products for other garments to use as stand-ins, as well. 

  • marblemarble Posts: 7,500
    edited December 2022

    Some useful tips here, thanks. I hadn't thought of the weight-map trick so I'll bear that in mind for the next time I want some flattened/scattered clothing.

    Post edited by marble on
  • iSeeThisiSeeThis Posts: 552

    stripe6499_9253833ae8 said:

    Another (slightly less sophisticated) method, is to select the clothing item, go to edit>object>geometry>remove DForce modifier. Then go back and do edit>object>geometry>Add DForce modifier: Dynamic surface. It's a little quicker than the other methods, however, with more complex textures, such as lace, it will have issues. Always worth a try, just for simplicity, though. As Richard suggested, cheating is always an option. I use the Multi Dress System to make an approximate replacement for dresses and shirts that won't simulate. I have other products for other garments to use as stand-ins, as well. 

    I am grateful for your help. It was easy and exactly what I needed. 

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