Looking for Some Basic (I Hope) Assistance w/ dForce
In a nutshell, I'm trying to set up a scene with a dog laying on a blanket, but I want the blanket to somewhat conform to her body. I made the blanket, simulated it in dForce, saved it as an obj and reimported it to keep the basic shape, then added a dForce modifier again. Now I just want to "drop" the dog onto the blanket and have her body deform the blanket for more realism. The problem is, when I start a simulation with the dog in the scene, she goes to her default standing pose, which causes her legs to drag the blanket, and it just doesn't look good to me. Is it possible to "drop" the dog (in her final pose) from above the blanket and have her land on the blanket, rather than having her start from the default pose? Maybe there's a way to change the "memorized pose" so that it's the same as the final pose I want her to be in, but slightly above the blanket, so once the simulation is done, she's in the same pose, but on the blanket instead? Sorry if this doesn't make sense. But, if it does, maybe someone has some advice?
Thanks in advance!
Lucky13guy
Comments
This assumes you have dForce applied to the dog, causing her to revert to memorized pose, but that may not be what you are doing.
(I made a screenshot for you, but the forum is broken AGAIN and won't accept uploads. I hope this helps anyway, without the visuals)
Thank you, barbult. I didn't have dForce applied to the dog, so I applied dForce, then tried turning off the memorized pose. Unfortunately, she blew up shortly after I started the simulation.
I think what you need is an animated simulation on the timeline with dForce on the blanket OBJ, but not on the dog. Turn Start Bones From Memorized Pose OFF as I mentioned above. Then in the timeline, drop the posed dog from above the blanket in the first key frame, to the blanket, in a later key frame. You might need to experiment with gravity and air resistance settings to keep the blanket from changing shape too much in areas where the dog does not compress it. Or use a dForce Modifier Weight Node to limit the area of the blanket that is allowed to simulate.
A dForce simulation animates EVERYTHING in the scene, because the objects being simulated need to know what they're colliding against. You don't want to simulate the dog, so there's no need for a dForce modifier (you can add a dForce static object modifier to it, and it won't hurt, but I don't really know what the benefits are). What you may need to do is copy the keyframe from the final frame of the dog's animation and paste it at the beginning, so that the dog doesn't move during the simulation except to go down into the blanket.
Thanks, Gordig. I'm honestly not sure how to copy the keyframe to the final frame of the animation, since I'm not actually animating the dog, but I found a workaround that worked OKAY. I flipped the dog upsidedown, then dropped the blanket on her chest. I saved the blanket as an obj file, then imported it, flipped it, and added a dForce modifier. Next, I dropped the blanket on the final surface from a very low altitude to keep the imprint of the dog, but make the rest of the blanket look more realisitcally placed. Last, I plopped the dog down on the blanket. It's not perfect, but much better than it was. I may revisit this issue later when I'm closer to finishing the scene, but for now, I'm satisfied.