About Ghost Dynamics
foxyfoxfurries
Posts: 325
Hey!
I bought this Ghost Dynamics for my models and I read the taturial but for some reason it wont work and I don't dinf the options he show in the guid.
any one know how to make it work? I really want to use it :)
Thanks
I also make the prop on my model but still wont workI also make the prop on my model but still wont work , I made what he said when the write is NONe but still wont work when I put the mashes and the props he tells only even I pick one , and even when I pick one its still wont work : /
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Post edited by foxyfoxfurries on
Comments
You have purchased an interesting product, but it requires some basic knowledge of collisions in DazStudio.
The problem with DazStudio is that it contains a huge number of tools, some of which are little used and little known.
In DazStudio, collisions are part of this hidden world, not very accessible to the user.
You have purchased a tool that does not add functionality to DazStudio, since collision management already exists.
The purpose of this tool is to facilitate the management of collisions, and to save you time by avoiding making settings.
To use this tool you must select your Genesis body (or the target of your choice)
Then, from the Edit > Object > Geometries menu, select Add Smothing Modifier.
In the Parameters tab, you will see that a line has been added for the selected target.
This line is called Mesh Smoothing.
In the image you posted, we see that you made a big mistake.
You applied the Mesh Smoothing to the object that should do the deformation. In fact, you should apply Mesh Smoothing to the target (which is the Genesis body).
From the Collison item combo box, you must choose the object that will deform your target (In your case, this object that deforms the target is KSBM Hands Mini)
Then you have to bring this object close to the target and make it enter the target slightly.
You will see that the target is deformed immediately.
Initially, you can use a small sphere to deform the body.
Then, once you understand the principle, you can take an object in Ghost Dynamics tool.
What you need to know when using collisions is that the target and the object that deforms it must have a significant number of subdivisions.
Your Ghost Dynamics tool will save you time, because it will propose to apply pre-calculated settings, which will avoid you to modify the Mesh Smoothing values.
Thank you very much I will try it out! :) your awesome!
I am trying to create an indentation in a characters skin from being tied up with a rope. I had followed your directions above, but it doesn't seem to work. I applied the mesh smoothing to the character and verified the addtion of the parameter. I then expanded the rope slightly then I assigned it as the collision item. Then I contracted the rope around the character's legs and nothing happened. I had increased the SubD value of the rope, which was lower than that of the figure, however that didn't help either. I hid the rope around the character's legs, and there is no indication of indentation. So I don't know why it isn't working. Any assistance would be appreciated.
Geo
I've been trying to get this GHOST DYNAMICS to work for 3 hours. I can't get it to do anything but flatten the Genesis character where the GHOST DYNAMICS PRIMATIVE is inserted. As you can see, the CAPSULE is shoved well into her head. No matter what I set the smoothing and collision iterations at, I can't get an indentation. It just flattens the surface of the Genesis. Is it possible this product doesn't work with the DAZ Studio 4.20.1 BETA?
I noticed nobody replied to the question from jukingo from September 11th - they also couldn't get it to work.
The fact that you have to make a thread just to learn how to use a product, means that the PA can't or is unwilling to make the effort to provide instruction for their product!
Next time, note any lack of instruction with a product before spending money on it, as this is an all too common bad habit/practice that too many tool creators commit!
Also, of note, is the fact that the chances of the product getting any updates are slimmer when the PA can't/won't even provide proper instruction for their product than if they did!
(My apologies to Fauvist, as this is not a solution, but a word of advice for people that want to purchase 3rd-party tools.)
The vendor DID provide complete instructions as a .pdf illustrated tutorial. I followed all the instructions for over an hour trying to get it to work, then I abandoned the instructions and tried adjusting everything myself for 2 hours trying to get it to work. None of the collision objects would make an indentation, and I tried it on various figures. Unless I'm making some fundamental error, the product doesn't work for me for some reason.
Glad I was wrong about this vendor, though my point still stands as a general observation. (I may just pick it up myself!) I'm sorry I can't help as I don't have the product, but maybe Richard could chime in, as He's an excellent authority on matters such as these.
Fauvist said:
Click on pictures to enlarge
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Thank you fo doing this. I did all the same things you did, except for the smoothing. I did add the smoothing the the human figure, but setting the smoothing above 1 smooths out all the fine details of the face. But I did change the smoothing anyway when I was experimenting, just to see if I could get an indentation. I set the smoothing at 0, at 1, at about 8 different amounts, all the way uo to the maximum smoothing on the slider. It had no effect whatsoever on creating an indentation. What I'll try is uninstalliing the GHOST DYNAMICS, then reinstalliing it with DIM, then start all over with a new scene and a new figure, and see if I can get it to work.
That is very peculiar that smoothing affects the fine details of your character since it is not that kind of smoothing; it is more like give more interaction with the colliding object. It should have nothing to do with details of your character. It smoothes the collision. Yes, something is very wrong here.
Few things to go over here.
Smoothing modfiers are NOT soft body dynamics. It's a DS function being used in a way that it's not really intended to be used in. It's more intended as a way to overcome 'pokethrough' on clothing than anything.
The collision object, must be the parent node, not a sub node.
It doesn't matter if the collision object is parented to, or fitted to, the figure or not.
Depending on Smoothing settings, it can take a long time to process. Pay attention to the progress bar at the bottom of DS. This is cpu and single core, so the slower your single core performance is, the longer it's going to take.
Sometimes DS will get stuck and not process the smoothing modifier. Moving the camera/viewport around can clear it, but might need to save, close DS and reload in the worst cases.
In this case, you do not want the Smoothing Type to be set to Generic, but set to Basic Shape Matching. See the comparison image to see what happens to G8F if the smoothing is set to Generic.
Placing a collision object inside a mesh, can produce all kinds of weird results. see middle and last image.
This is one of those things that takes a lot of working with to get any kind of usable result.