My custom hijab always explode in Dforce
James
Posts: 1,038
I really confused.
At first I thought there was intesecting geometries between my hijab and my figure character.
But even when I move my hijab to empty space, it still explode massively by itself under Dforce simulation.
I can't figure out what causing this.
I imported FBX file from blender,
Applied the Dforce on dynamic surface,
Run the simulaiton,
Kaboow!
Could anyone provide explanation?
Screenshot_1.png
494 x 579 - 204K
Screenshot_2.png
543 x 593 - 169K
Screenshot_3.png
668 x 851 - 145K
Post edited by James on
Comments
dForce has a default collision distance of 2 mm, so if the mesh is denser that that it will build up energy and likely explode.
And when I look at your model, it looks to be very dense around the face, so iy looks like you have to thin out in your mesh.
Another option it to exclude it from the simulation. That can be done by creating its own surface or by using a weightmap.
You might try to lower collision distance, but then there it is also more likely that it will intersect the character.
Basically, what Felis said; try 0.1, or even a little less.
Setting lower can also resolve other issues, where cloth bunches together, or seems go in a direction other than what one would expect.
Relating to your mesh, you have areas of varying sizes, try to even them out, and if possible, make the rectangles more square.
The pole (a specific vertices) in the middle of the back with six adjacent vertices, is also likely to affect how it looks when rendering. Not only does it have 6 adjacent vertices but the surrounding geometry is larger.
Hi, reducing the polygons work.
Thank you.
I thought more will make the cloth drapes better.
Not only is the mesh far too dense as felis pointed out, the edge flow is wrong and it's not going to let the cloth bend realisticlly around the face. I would weight paint out the influence around that area and instead let the transfer tool do its thing, fitted to the base G8F.
Honestly, I'd retopo the whole model. Luckily, it is nice, but simple, and you can start with it perfectly left/right symmetrical so you have half as much work, and then add in variation with morphs later.
Also, consider that not everything needs to be simmed, or even lends itself well to simulating. It seems like you could get a nice result by rigging it.
I'm still confuse about right and wrong regarding edge flow until now.
It seems already following the flow.
The topology isn't symetrical because the creases isn't.
Is it wrong to make it asymetrical in this case?
And due to certain detail, needs more geometry, thus certain side has more lines than the other.
In retopology, is that not a good practice?
If you're designing something with simulation in mind, I wouldn't recommend building creases into it.
Edit: also, given the nature of a hijab, it might be a good idea to design it in a draping pose, where it's spread out and above whatever clothing the character might be wearing.
You mean like this?
The front and back, also.
The image is gone, but I thought that the edges were not parallel to the opening for the face. The cloth won't be able to bend naturally and you will probably get jagged, diamond shaped, non-planar faces with shading issues.