Any tips for using dForce clothes on small or tiny people?

SeraSera Posts: 1,675
edited August 2021 in The Commons

I'm doing an image for someone where person A is holding a tiny person B. B is feminine and I really wanted her to be in a skirt. She is also pretty curvy. But when I went to dforce a skirt on her, the skirts kept exploding. I tried different skirts, dialing in the body morph at the end, and simming on a timeline and current frame only. I tried memorized pose and just a simple standing pose that was not the memorized pose. Nothing seemed to make it want to cooperate. 

Changing her size along the timeline was not an option... at least not going from big to small. The skirts became huge with this method.

I did have this issue with a kid morph a while back. I was told to start the person's body at a smaller size than what I wanted it to be at the end, then have it get bigger over time. While this worked better than the other options, I was never able to get it looking quite right. In the end, I just went with conforming clothes instead. 

I'm sort of doing the same thing with this render now. I'm using a skirt, but I made it cling to her legs with mesh grabber. (Besides, this person is scaled down to 21% right now, not sure how making her any smaller would go over)

Is there something about a scaled-down item that makes it harder to dforce? If so, why? Does anyone have any tips for working with dforce clothes at smaller scales? 

 

 

Post edited by Sera on

Comments

  • scorpioscorpio Posts: 8,479

    Have you tried doing the sim at normal size then shrinking the figure down.

  • SeraSera Posts: 1,675

    scorpio said:

    Have you tried doing the sim at normal size then shrinking the figure down.

    Yeah. Unfortunately, the clothes don't seem to shrink at the same rate as the people. A knee-length skirt will go down to her ankles after 30 frames. It will also be really baggy. It looks awful. 

  • Scorpio's idea is definitely worth considering. I suspect you may be running into the collision proximity limitations of dForce. dForce tries to start collision avoidance at vertex-facet distances of 0.5 cm or so. Now imagine the figure is shrunk to one tenth the normal size, but the collision avoidance still starts kicking in at 0.5cm. This is equivalent on a full size figure of having a 5cm minimum distance between facets and vertices, and possibly even between vertices of the same facet. Very few clothes would remain intact/unexploded with that requirement. So, my suggestion is to do one of two things: 1) Make the smallest figure normal size and scale everything else up or 2) Have a separate model line where you pose the small figure at full size, create clothes morphs (maybe with RiverSoft Art's dForce to Morph script or manually) and then introduce the morphs in the correct timeline position in your animation.
  • SeraSera Posts: 1,675

    richardandtracy said:

    Scorpio's idea is definitely worth considering. I suspect you may be running into the collision proximity limitations of dForce. dForce tries to start collision avoidance at vertex-facet distances of 0.5 cm or so. Now imagine the figure is shrunk to one tenth the normal size, but the collision avoidance still starts kicking in at 0.5cm. This is equivalent on a full size figure of having a 5cm minimum distance between facets and vertices, and possibly even between vertices of the same facet. Very few clothes would remain intact/unexploded with that requirement. So, my suggestion is to do one of two things: 1) Make the smallest figure normal size and scale everything else up or 2) Have a separate model line where you pose the small figure at full size, create clothes morphs (maybe with RiverSoft Art's dForce to Morph script or manually) and then introduce the morphs in the correct timeline position in your animation.

    Ah! I see. I misunderstood their question. These are good ideas. Thanks.

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