Collision detection help

Hello everyone,

I have started recently to explore collision detection. It is a very fun and useful feature, but it seems that I can't get it right. I have searched through the forums for collision detection discussion but I did not find any, so your help would be much appreciated.

My main goal is to create realistic collision between two Genesis 2 figures. In some of the cases everything seems to be alright - the mesh of the targeted figure is distorted very realistically:

image

 

However, if I keep moving the hand towards the face it pokes through the skin at some point:

image

More examples:

image          image

 

Is there any way to avoid this poke-through? The only way I have found so far is using a flat surface:

image       image

 

With flat surfaces often it does not matter how much I press them towards the target - there is no poke-through. Can I achieve the same effect between parts of Genesis figures?

poke1.png
800 x 600 - 512K
poke3.png
800 x 600 - 523K
poke2.png
800 x 600 - 517K
poke4.png
800 x 600 - 522K
bump2.png
800 x 600 - 427K
bump1.png
800 x 600 - 338K

Comments

  • mjc1016mjc1016 Posts: 15,001

    The collision system in Studio is pretty basic, so I'm not sure it's sophisticated enough to deal with what you are trying to do.  Plus there are some 'hard' limits on it...like limits on the number of objects and and order.  There will be more detailed answers coming, I'm sure...

     

     

  • inquireinquire Posts: 2,240
    edited March 2016

    I usually keep moving my camera about, or switch to different cameras, to see different angles. This helps especially if the hold is a close one, such as an embrace or a wrestling hold. It would be wonderful if poke through would be prevented, something in the way that clothing is made to fit.

    Post edited by inquire on
  • inquireinquire Posts: 2,240

    Just another thought to add: Sometimes things look a bit different as they are rendered from how they appear in the preview. With fingers at faces, to use your example, the finger may in the preview appear to be fine, but when you render you find it's piercing the face. So, try using low render settings at first, so you can get a quick preview. Also, use the icon that lets you select just a part of your scene. Then, do quick renders whereever you think one body part may be piercing another body part. After you get it right, raise your render settings and render the whole scene.

  • ok dumb question time.

    Where is this "collision detection" you speak of?

    Didn't know that had been implemented in daz studio yet?.

    The renders simply look like the Smoothing modifier being applied and something intersecting it.

     

  • inquireinquire Posts: 2,240

    I'm not speaking of collision detection, if you meant me. I'm just indicating how I avoid poke through. By the way, I do use Poser also, and it does have collision detection features, but they aren't worth using. It doesn't "understand" anything such as an embrace. If one little part touches, such as shoulder to shoulder, it prevents any further touching.

  • inquire said:

    I'm not speaking of collision detection, if you meant me. I'm just indicating how I avoid poke through. By the way, I do use Poser also, and it does have collision detection features, but they aren't worth using. It doesn't "understand" anything such as an embrace. If one little part touches, such as shoulder to shoulder, it prevents any further touching.

    nah i was referring to the OP and just trying to figure out if they were just working with the Smoothing modifier or if daz had implemented something i'd missed.

    As far as poser, that barely qualifies as collision detection. but even that would be nice in daz studio.

     

  • AndySAndyS Posts: 1,438

    As far as I found, the collision result seems to depend on these internal bones of the body(parts).
    If the center of a bone is above the colliding surface, the colliding surface area is pushed. If the center of the bone is below the surface level, the colliding surface crouches on top - folding over the colliding object.

    I hope, the pictures I did some time ago, demonstrate it.

    --> http://sta.sh/22f2ikjg2509

    example 1

    example 2

    example 3

  • inquireinquire Posts: 2,240

    Ah, I see what you mean. I usually just think of it in terms of does a finger or arm poke into another person.

  • HarkHark Posts: 48
    I have a similar problem, creating a non-ghost interaction btw two genesiss. Smoothing modifier, collision iteration bumped up, interactive update on, targeted, No luck. All ghosts, unless I poke a prop. THEN it acts solid
  • chorsechorse Posts: 163
    I don't think Daz has collision detection. An old trick is to parent a deformer/magnet to the part that touches to create an impression effect.
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