Dforce on Genesis figures
db1200105db
Posts: 9
[Dforce on Genesis figures] Is this possible? I've seen many geograft with dForce but never figure releases. I'd suspect it should be 100% possible but maybe a headache, warranting the lack of any figure/preset release with soft body physics.
Post edited by Richard Haseltine on
Comments
Yeah, but they usually turn into puddles of goo on the floor because they have no skeleton holding anything in place.They are actually just hollow shells.
A lot like the hollow chocolate Easter bunnies.
Interesting effect, but not very useful for most things.
The most success for soft body effects currently comes from the Smoothing modifier.
Most of the solutions apply a geoshell, or most of one, to a characters hands/arms or whatever is going to do the impacting, and then a smoothing modifier is added to the character/object that is going to be getting squished/squeezed and setting the target for the smoother as the geoshell "glove" mentioned before.
Results vary, and it's not perfect.
edit: I should say this is for generic soft body effects.One can always import the mesh into a modeler(hexagon,blender,etc,etc) and make custom morphs for the soft body impact points.Several store products do this for "micro compression" for things like stockings and bras.
Might be able to work something out with weightmaps though.
Someone with more experience painting them would need to step in and provide more details but you should have better control over what drooped and by how much.
I dForced a G8M for this render:
Greetings, Fellow Human
I'm just out ambulating, how are your circumstances?
First dforce is a cloth simulator, not a softbody simulator, so you'll never get softbody effects with dforce. The best you can do is "bouncings" with elastic surfaces but you can't preserve the volume since cloth doesn't.
Then the genesis geometry doesn't fit for simulation. That is, it is designed for topology not for physics properties. A detailed surface will get a detailed topology but from a physics point of view the surface could be rigid and in need of no details at all. That is, in a simulation every edge is seen as a spring, that has nothing to do with the figure topology.
This is why you can't do anything good with daz studio it just doesn't provide the needed tools. You will need at least a softbody simulator and a proxy modifier to drive the figure topology with the physics proxy. That's what we did in blender.
https://diffeomorphic.blogspot.com/2022/01/softbody-simulations.html
https://bitbucket.org/Diffeomorphic/import_daz/issues/828/she-likes-to-move-it-move-it-aka-softbody