Dynamic Clothing Issues

You know I've been doing 3D for a while now and still I cannot figure out why Dynamic clothing passes though objects. Even when I have it set to collide with all, or just that specific item... I want to drape these pants over a chair and it ignores the chair completly... Check, Unchecked, Check the polycount, its fairely high res chair. I dont get it.... Can anyone tell me what to do?

Comments

  • SimonJMSimonJM Posts: 5,983
    edited February 2016

    You get that pass through effect when the two meshes (DCC item and object) have meshes of a wildly differening density, which also explains why 'sharp bits' such as fingers and nipples tend to have a lot of issues.  You can circumvent a lot of this by 'wrapping' the object(s) with something skin tight (or desk tight, depending on the item!): gloves for fingers, etc.  A gentle use of smoothing/collision after the drape is frozen can also be of benefit.  After that, it's on to D-formers and, maybe, Push modifier.

    Post edited by SimonJM on
  • SzarkSzark Posts: 10,634

    sub D things to hell, give it more geomerty and it should be good to go.

  • The "Collide With" list has always been a headache to wrap your brain around. One thing to watch out for is that it's easily overloaded or confused — if you have too many items checked that your cloth will never come in contact with (e.g. above it or way over on the other side of the scene), then the collide list will be ignored and when you drape, the cloth will just fall through everything. This might also bite you if, as you said, the collide object is very high-poly.

    When you think you've selected only the chair, are you sure that's what the collide list shows? it isn't always easy to see what's ticked and what isn't, especially when there are lots of multi-part figures and parented objects parented to parented objects, etc. I've been using the Optitex dynamics since they first came out, and I still get tripped up now and then.

  • nicsttnicstt Posts: 11,715
    edited February 2016
    SimonJM said:

    You get that pass through effect when the two meshes (DCC item and object) have meshes of a wildly differening density, which also explains why 'sharp bits' such as fingers and nipples tend to have a lot of issues.  You can circumvent a lot of this by 'wrapping' the object(s) with something skin tight (or desk tight, depending on the item!): gloves for fingers, etc.  A gentle use of smoothing/collision after the drape is frozen can also be of benefit.  After that, it's on to D-formers and, maybe, Push modifier.

    Or select the item that is poking through and invis it. Not helpful when part of it is visible - as in not covered by cloth.

    The "Collide With" list has always been a headache to wrap your brain around. One thing to watch out for is that it's easily overloaded or confused — if you have too many items checked that your cloth will never come in contact with (e.g. above it or way over on the other side of the scene), then the collide list will be ignored and when you drape, the cloth will just fall through everything. This might also bite you if, as you said, the collide object is very high-poly.

    When you think you've selected only the chair, are you sure that's what the collide list shows? it isn't always easy to see what's ticked and what isn't, especially when there are lots of multi-part figures and parented objects parented to parented objects, etc. I've been using the Optitex dynamics since they first came out, and I still get tripped up now and then.


    Sub D can have an affect; too much and on occasions not enough, but for me usually too much.

    Post edited by nicstt on
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