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And for fun here is the ngon cube (each side is one polygon) - at least it's gone below the ground plane :)
Hmm. Sounds like a Robism.
So in the DS world, Michael the unsuspecting digital scientist is hit by a flying self-propelled flattened cube from below, and so discovers their local law of antigravity.
In general dynamic cloth systems are designed for the cloth to not have actual modelled thickness. You are adding another level of complexity by having modelled thickness as the inner layer will be colliding with the figure and then the outer layer will be colliding with the inner layer (assuming self-collision is turned on). Cloth systems can be unstable at times, if for instance the cloth is trapped under the arm or if a hand gets too close to the body (the cloth will try to maintain a minimum distance from any surfaces, but in such cases, it has nowhere to go). Having double layered clothing just adds to the potential issues.
LOL
That makes perfect sense. Is there a setting that would make the software ignore the initial positioning of the scale? Or would that be too complex?
You're trying to give the water "thickness," correct?
Maybe applying/adding a push modifier after applying the drape. I know both smoothing and push modifiers don't work before/durring the simulation, but I've successfully applied both afterwards.
You can edit the offset value in the Surfae settings - I hadn't mentione dit as it seemed that a value small enough to avoid the anti-gravity would be small enough to cause other issues.
I was asked for more information due to my post about not being able to use Dforce on a Genesis 3 character using Genesis 3 clothes, so I took a series of screen shots to show the problem. In the first frames it shows a stock Genesis 3 character with a Genesis 3 dress conformed to it. After adding the Dforce modifier and running the simulation, the dress explodes. However, in the next frames it shows a Genesis 8 character with the same Gemesis 3 dress conformed to it and the simulation runs fine and the dress drapes pretty good. In both of these test I have not changed the simulation settings under the surfaces tab.
It may be that the chnage after AutoFit is fixing a mesh issue - what happens if you just load the dress into a scene with nothing but a ground plane primitve and simulate it?
I was asked for more information due to my post about not being able to use Dforce on a Genesis 3 character using Genesis 3 clothes, so I took a series of screen shots to show the problem. In the first frames it shows a stock Genesis 3 character with a Genesis 3 dress conformed ot it. After adding the Dforce modifier and running the simulation, the dress explodes. However, in the next frames it shows a Genesis 8 character with the same Gemesos 3 dress conformed to it and the simulation runs fine and the dress drapes pretty good. In both of these test I have not changed the simulation settings.
I'll try that but this happens with any Genesis 3 dress that I try to drape with Dforce on a Genesis 3 female, and that is the whole idea.
As I thought the dress just falls to the ground plane, because it does not have to interact with a G3 figure.
Posted in case somebody else has the same problem:
I encountered a problem with dForce when upgrading to DS 4.10 from DS 4.9 on one of machines. The 'Add dForce modifier' items did not appear in Edit > Object > Geometry. After much tearing out hair, reinstalling DS 4.10, rebooting the computer, etc. I found the solution was to change my Self Serve' layout to a different one (City Limits). The 'Add dForce modifier' items then showed up. Next I changed the layout back to Self Serve and the items still were present in Edit > Object > Geometry.
EDIT: I just saw in another thread I could have solved this easier by running Window > Workspace > Update and Merge Menus script.
It is unclear from your screenshots, so please be patient with me. Have you tried running the sim with the Use Memorized Pose option? (I'm also doing this from memory, so the actual name of the parameter may be somewhat different.)
Evening Gown simulated on Genesis 3 Female.
https://www.daz3d.com/evening-gown-for-genesis-3-females
Yes, I tried that..., thats the setting in the Simulation tab, under simulation.. start bones from memorized pose... However I'm a little unclear as to what "Memorized Pose" it is referring to, the one that you create by right clicking on the parameters tab and selecting "Memorize.. Memorize Figure Pose" or something else??
Wow thank you! I had a problem with the same dress. Is there a possibility there will be an update for this dress that fixes this?
Yes, on a freshly loaded figure that will often be the zero pose (though it doesn't have to be). Memorise Pose works by locally changing the default values for the joint rotations.
No. I'm sorry. I've since found the exact wording: Start Bones From Memorized Pose. This is one of the Global Properties in the Simulation Settings tab.
This is from the official Start Here thread:
You can schlog through the whole section on Global Properties here: https://www.daz3d.com/forums/discussion/203081/dforce-start-here#global_properties
Believe me, the more you work with dForce, the more sense the official thread will make. (Well, it was true for me, anyway.)
ETA: I reread you comment. Arrgh... need more coffee. Okay, the "Memorized Pose" will be the T-Pose for G3 or the A-Pose for G8, unless you've actually used the Memorize Pose feature, which I don't recommend you use at this point,
I have now tried many of the other dress outfits that I have for G3 and I'm going to have to admit that quite a few of the other dresses DO infact work with G3. So I guess I will have to test each one and then somehow identify which ones work with the G3 female character. But I still don't know why this dress WILL work with a G8 character but not with G3! Perhaps something with the bones...
I have just had a go at this. For some reason the free Bardot Outfit explodes like crazy on my system, whether I have the geografts or not. But using Aave Nainen's Gored Dress I can see that in the Beta (4.10.0.113) the geograft issue seems to have been resolved, as Richard says.
Otherwise you can just run the simulation without the geografts then run the Legacy UV scripts afterwards.
I know everyone's been thrilling about using dForce to make clothes.
I used it to make a tent. (inspired by a Mongolian ger)
The walls and roof were draped and then exported and re-imported. The door is still dForce Dynamic.
(Yes, it still needs textures)
That looks great, really nice
Greetings,
Has anybody tried applying dforce to a bracelet, and then turning off nearly everything that makes it 'drape' so it's like a rigid obejct, but colliding with the character? Is this even possible?
Similarly, could you take an apple model and drop it into a bowl of other fruit so it rests appropriately?
-- Morgan
I ddi try in a beta, not the latest version, without success: making it too rigid gives the spring energy of the simulation nowhere to go and - in my tests - the mesh explodes.
I like that you found other creative uses for it - and the result looks great! It would have taken a long time to model all the folds and wrinkles by hand.
Daz did say that this is the first application of dForce focused on clothing, which implies that they will be looking at other areas in the future and I am pretty sure that rigid body dynamics will be on their list!
Hello..I hate to ask..I'm sure this has been asked before. When I drape a skirt (older generations) the skirt just falls to the floor. I'm having trouble with weightmaps. Is there another way to add a simple achor and force the draping figure to drape without moving?
Paint off the waist area of the skirt using the node weight map brush. Try to check if you could select the geometry/surface first.
How does the engine determine if an object is a rigid body or not? I tried applying the dforce:dynamic modifier to a bracelet and it gets deformed but refuses to slide down. It stays anchored to the wrist. Adding the same modifier to primitive objects (eg. cone, cube, sphere) does nothing and they're not even affected by gravity.
Please also be aware, that older generations clothes (older than Genesis) are most likely not weight mapped.
You cannot paint weightmap on such clothes and converting them to weightmapped, not always works well.