cape wont collide with surface

UpiriumUpirium Posts: 711
edited February 2022 in The Commons

my info on daz and dforce is still limited but i have done 3 simulations with no different result

i startedd first with just what the char was sitting on but it went straight through

i made a cube, it went straight through

made a cube with 25 divisions (something i saw on a google search) and it is still going through as seen here

what am i doing wrong?

update on things i have done that have not worked at all.

i have made a new cube of 100 division. i have simulated cpe only. simulated to view port. simulated 'best'. simulated with a cube now of 500 division.

on 500 it crashed my driver and made the cape fly into the air. 

Post edited by Upirium on

Comments

  • GordigGordig Posts: 10,174

    Are you doing an animated simulation, or simulating from the sitting pose? What does the cape look like before it's simulated?

  • UpiriumUpirium Posts: 711

    Gordig said:

    Are you doing an animated simulation, or simulating from the sitting pose? What does the cape look like before it's simulated?

    i am simulating from a sitting pose. i do not know what it looks like otherwise at the mometn because it seems i can't go back on my timeline and look.

  • GordigGordig Posts: 10,174

    It will reset to its unsimulated state every time you start the simulation over. You can also click the "clear" button on the simulation settings pane to clear all simulated items in the scene, or select the cape and go to Edit -> Object/Figure -> Geometry -> Clear Selected Objects to clear just the cape.

  • UpiriumUpirium Posts: 711
    edited February 2022

    Gordig said:

    It will reset to its unsimulated state every time you start the simulation over. You can also click the "clear" button on the simulation settings pane to clear all simulated items in the scene, or select the cape and go to Edit -> Object/Figure -> Geometry -> Clear Selected Objects to clear just the cape.

     

     

    that's what everything looks like zeroed

     

    this is what it looks liek if i try to do the animated timeline

    Post edited by Upirium on
  • GordigGordig Posts: 10,174

    How many frames are you giving the animation? That extreme stretching/tearing looks like you have too few frames for the simulation to process. Also, how do you want the cape to drape? Do you want your figure sitting on it, or do you want it spread out behind them?

  • UpiriumUpirium Posts: 711

    Gordig said:

    How many frames are you giving the animation? That extreme stretching/tearing looks like you have too few frames for the simulation to process. Also, how do you want the cape to drape? Do you want your figure sitting on it, or do you want it spread out behind them?

    i want it kind of spreaed up or piled up behind him

    i had 30 frames, how many  do i need? i should note that when i started the simulation my driver crashed immediately as tends to happen when i use timeline animation

  • GordigGordig Posts: 10,174

    30 frames should be enough, but maybe the fact that you're simulating multiple items is causing problems. If you're going to work with dForce, I'd highly recommend getting ManFriday's dForce Companion, but unless and until you have that, you can still select the other dForce-ready items, go to the Simulation subgroup under General properties, and check Freeze Simulation. That way, only the cape will be in play, at least for now. You might start with the character in the final sitting pose, but raise them up off the cube, then lower them back down. At least a few other dForce capes start with the cape spread out straight behind them for just this reason.

  • UpiriumUpirium Posts: 711
    edited February 2022

    Gordig said:

    30 frames should be enough, but maybe the fact that you're simulating multiple items is causing problems. If you're going to work with dForce, I'd highly recommend getting ManFriday's dForce Companion, but unless and until you have that, you can still select the other dForce-ready items, go to the Simulation subgroup under General properties, and check Freeze Simulation. That way, only the cape will be in play, at least for now. You might start with the character in the final sitting pose, but raise them up off the cube, then lower them back down. At least a few other dForce capes start with the cape spread out straight behind them for just this reason.

     

    i set it to 60 and put the sitting animation at 30 but it did not change anything. it didn't crash but it still went straight thru.

    i don't understand freezing a simulation. i do not know how, when, or where i am supposed to do that at. i am not good at dforce

    edit: i have simulated only the cape but it remains going straight through no matter what

    Post edited by Upirium on
  • You may need to use one or more primitives (sphere may be best, to avoid snagging) to push the cape where you want it. Remember to make sure that nothing is intersecting the cape in the starting position or it will never come free.

  • RGcincyRGcincy Posts: 2,837

    iDiru said:

    this is what it looks liek if i try to do the animated timeline

    It looks like the clothing is not following the figure for some reason so the figure is pulling away from it. One reason I can think for this is some part of the outfit is frozen in place. Check your Dynamic Strength parameter for all surfaces of cape and outfit: are any less than 1.0? Also check if all surfaces Visible in Simulation is On. You might also delete and reload the outfit just to start fresh.

  • maikdeckermaikdecker Posts: 2,752

    iDiru said:

    ...

    what am i doing wrong?

    ....

    Which product is that? There's a couple capes having dForce in their name, who behave horribly when dForced, mostly due to the way their weightmaps are set up.

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