exploding clothing

My dForce Karate Gi keeps exploding hugely. it's autofitto G3M And i don't see any pokethroughs.

 

i'm new with dforce.

any help?

Comments

  • crosswindcrosswind Posts: 6,915

    And how about the figure's pose ? e.g. any intersection from limbs into the mesh of Karate Gi ? You simulated with the option of Start Bones From Memorized Pose in Simulation Settings pane and / or with a timeline?

  • DartanbeckDartanbeck Posts: 21,550
    edited December 2023

    A lot of times this happens when the arms intersect or even get too close to the body - well, that's a common cause anyway.

    To help prevent this, I try using Arms Up/Down and Front/Back (and I have my own I made "Twist") just during the simulation process. Once it's done, we can often get rid of those changes and the cloth will still work good - but not always. Sometimes we still have to leave some of those adjustments at least somewhat enabled.

     

    Another option would be to use primitives parented to the rig that are slimmer than the actual arms and make the actual arms invisible to the simulation, but that's a lot more difficult to pull off without issues - like incidental poke-through.

     

    The Best option would be to go through the entire animation and make adjustments so that the limbs never collide fully with themselves or the body. 

    In my Dynamic Character Animation course, I show how I make these control dials that makes that a Lot easier than it would be any other way - I do these things all the time.

    Post edited by Dartanbeck on
  • I ran into a similar problem with one of my simulation experiments.

    Since doing a simulation requires the timeline to be active, look for any place where the figure and/or cloth might be intersecting--especially in any frames between your scene's posed keyframes--and be mindful to move your viewport around as the intersection may not be apparent from where you intend the camera to render the scene from--which means you should have your scene camera's position/rotation/movement locked down while making sure you're using an auxillary camera to search for the problem.

    In my case, there was a portion of the simulation where the figure's arm passed through her own body as the figure changed from one set pose to another very early in the scene--then like twenty frames later in the simulation: BOOM!!

  • VIArtsVIArts Posts: 1,499

    if i simulate avnimated timeline, even from thed t pose, it blows up. A single posed frame seems to be fine.

    with those baggy sleeves, yeah, hard to not intersect during animation

  • crosswindcrosswind Posts: 6,915
    edited December 2023

    I've tried a couple of poses from G8 starter essentials with this set of clothing, have not seen any explosion by using the timeline or Start Bones... though I found the properties on dynamic surfaces were not really well set...

    You may save the pose you're using on the figure as a Pose Preset and attach it in here. We may help to test...

    Post edited by crosswind on
  • VIArtsVIArts Posts: 1,499

    Sorry, i can't really share it because it's store-bought from Mocap Online's website.

    what did you mean about the dynamic surfaces?

  • skyeshotsskyeshots Posts: 148

    VIArts said:

    Sorry, i can't really share it because it's store-bought from Mocap Online's website.

    what did you mean about the dynamic surfaces?

    Those explosions in dforce can be discouraging. What dforce is doing is sheer mathematics, and a ton of it. Single frame renders are generally easy, but animations require reducing the equations to something manageable by the GPU. Explosions are like when your calculator throws out an E+ a mess of numbers; its usually because we asked it to do something unusual. Here are some things you can try to resolve:

    1. Use only the required character(s) and objects needed to run the dforce interaction in the animation; omit or 'simulation freeze' under properties any items that will not interact with your dforce items (in this case the GIs). By this I mean even remove the ‘room’ they are in and all the lights; reduce the scene to just the most essential items. You can make them invisible, but 'Simulation Freeze' should remove those items from the calculations.
    2. In the Scene tab, ‘Select’ only the items in the scene that are involved in the dforce and then hit the hamburger on your Simulate tab and choose ‘simulated selected’. Again, this reduces the math needed.
    3. If you are doing 2 characters fighting, you may try to do each character in an individual simulation pass. You can do this by following either/both of the 2 methods above.
    4. If you are doing dforce hair it may require a simulation pass of its own, again reducing the scene to just the head and shoulders and any nodes that interact with the hair.
    5. Allow a 30 frame buffer at the start of the scene and use start from memorized bones. This allows the items and simulation to stabilize before going through your animation.
    6. Check your timeline graph for excessive jerkiness and reduce the key count to reasonable numbers.
    7. Ensure your characters have limits on and consider setting mins & maximums to avoid extreme movements that will result in overlaps/ntersections/collisions..

    Hope these suggestions help!

     

  • DartanbeckDartanbeck Posts: 21,550
    edited January 1

    VIArts said:

    if i simulate avnimated timeline, even from thed t pose, it blows up. A single posed frame seems to be fine.

    with those baggy sleeves, yeah, hard to not intersect during animation

    Right. Here's what I do about that:

    • I ALWAYS use a 30 frame buffer zone before the actual animation begins to render (so my animations renders All begin at frame 30 if they're simulated) 
    • When/if I bake an aniBlock to the timeline, I go in and delete all keys between frames 1 and 29, leaving the keys at frames 0 and 30.
    • Select all keys at frame 0 (collapsing the timeline complately makes this really easy) and change the interpolation to "Linear" (they're on "Constant" by default, holding the pose until frame 30 - don't want that)

     

    So I have these first 30 frames to prep my character's posing to assist with the coming simulation.

     

    For arm issues, I normally chose frame 20, so I know that any key on frame 20 can be deleted after the simulation

    • So on frame 20, I set Arms Up high enough so it can make it through the entire simulation without the arms intersecting - trying not to go much higher.
    • Run the simulation
    • When I get a successful result, delete the keys I made on frame 20
    Post edited by Dartanbeck on
  • DartanbeckDartanbeck Posts: 21,550

    So for using aniMate, before I add any motions, I right-click the character in aniMate 2 > Add Empty Block > Acceot Defaults. I don't recall if it's because of my preferences, but mine always come in as 30 frames. If not, just drag it back to 30 frames (1 second)

  • DartanbeckDartanbeck Posts: 21,550

    If you're working in something else, like 24 frames per second, I'd make that zone 24 frames - just FYI

  • DartanbeckDartanbeck Posts: 21,550
    edited January 1

    In most cases, the simulation turns out looking great using that trick.

    Once in a while I might need to tweek the shoulders area on the simulated garmet a little afterward. Very rare. 

     

    If I do, I use Mesh Grabber or Fit Control to fix it at frame 30 and it's done. Nice simulation without the Boom.

    Post edited by Dartanbeck on
  • crosswindcrosswind Posts: 6,915

    VIArts said:

    Sorry, i can't really share it because it's store-bought from Mocap Online's website.

    what did you mean about the dynamic surfaces?

    As below... and I could reproduce the explosion with longer animation. Still testing... but I'm afraid it not only resulted from the properties on the dynamic surfaces... there might be some issue in terms of its mesh as there's no intersection at all in this animation.

    SNAG-2024-1-1-0014.png
    2560 x 1400 - 992K
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