How to represent the collision of hard objects with the body
LuongCuong
Posts: 3
I'm looking for a way to represent collisions of this kind? Have any suggestions? I am especially interested in the wrinkles on the clothes! Thanks for the support
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Post edited by LuongCuong on
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There's a lot in such an image to work on.
DAZ Solutions and limitations :
- Find clothes that are already dForce compatible. Or, if the wireframe is properly welded and not messy, add dForce Dynamic Surface to any cloth. Problem : for dForce to compute properly, colthes are usually optimized (wireframe not too dense). So you'll eventually get wrinkles but never as many as in your screenshot. Converting the cloth to SubD won't help as dForce computes the cloth at Base resolution. Subdivision is only visible post soft-body computation.
- You want a hand or any hard object to deform another. For that you can add a Smoothing Modifier to cloth AND to the genesis. And for both, define as collision item the hard object. The more your approach the hard object from your clothed Genesis, the more wireframe will be pushed in. Limitation : push modifier, like most things in DAZ, acts only on the Base resolution.
Blender, 3DS Max, Maya, etc. solution : you could do that in Blender, subdivide the cloth as much and simulate with the Cloth Modifier to get proper wrinkles. Your Genesis being subdivided, you'll be also able to deform the skin with more accuracy. You can then import back in DAZ the cloth and the Genesis. Copy paste textures from the original versions (as Material IDs will be the same). And render with Iray. Keep in mind that those two imported objects aren't the Genesis anymore (except of course if you decide to export it without subdivision to make a morph of the stomach) and it's not the original cloth anymore. Just 2 imported meshes without bones. But once Surfaces are copy pasted onto them, they'll look identical to the originals, with the extra wrinkles and little details you can add in another 3D app such as Blender.
Marvelous Designer : (The way I'd do it as I work this way for all my scenes with any kind of soft body deformations, pillows, skin, clothes, etc.)
- Make a custom morph for the stomach deformation.
- Export Genesis without SubD in final position + hard object a bit away from the body as obj.
- Then export Genesis with stomach deformed + hard object this time a bit inside the body : as mdd. Mdd format is a point cloud that'll enable you to play the animation (without bones) in Marvelous.
- Finally export your cloth as obj with SubD.
- Once in marvelous, import Genesis+hard object obj as Avatar. Import mdd of Genesis with stomach deformtion+hard object inside the body. Import the cloth as garment (it's subdivided and Marvelous triangulates anyway, so it won't be used as a morph anymore).
Now thanks to the .mdd you have an animation from final Pose to final Pose + stomach deformation of the Genesis and the movement of the hard object. You can now simulate the animation in Marvelous Designer and precisely shape the cloth as you want, push and pull it in real time to create those nice wrinkles. Once cloth garment looks good : export it as obj. Import that cloth back into DAZ. As it still have the Material ID information (UVs and surface) from the original, simply copy paste surfaces from original to imported cloth.
You now have in DAZ : the Genesis with your stomach deformation moprh. And a mesh simulated in marvelous Designer for the cloth.
In other words you can't really achieve a detailed image like this without knowing a bit more than the basics of DAZ. Like how to make your own custom morphs at least.The use of a third party app such as Blender, or in this case Marvelous Designer, would certainly raise the quality of the final effect.
Thankyou verymuch bro, I learned a lot from your comment !