Collision Item, is it possible?

I was wondering if it was possible to get an object to collide with more than 1 other object, without having to create morphs? Simular to Dynamic Cloth's Collide with button. Example: say a single cushion couch with 2 figures sitting on it.
Comments
Insofar as I understand it, bolstered by my own experience, no. It is possible to have two or more objects colliding with a single object, but not the other way around. The only solution is to morph the object as you have said, in an external modelling program, or through the use of D-Formers within DAZ Studio. What you want would require a physics engine, which DAZ Studio does not possess.
I would try this (not perfect but quicker I think!): when you are happy with the 2 figures positionning : export both as one object, re-import and use this object for collision for the couch. You can make the object invisible.
Smaker1, nice out of the box thinking, but wouldn't you lose the textures on the object figures compared to the original figures?
You would not necessarily, Isaac, but the trick would be to use the dummy object to deform the cushion, then hide the dummy object and replace it with your two posed figures. Something new for my bag of tricks - thanks for the innovative solution, smaker1!
hmmmm, I didn't think of that. Could use something like geometry shells export them to an external modeling program, combine em and import em back and set it to collide with the combined figure. Great Idea!!!
Thanks Smaker1!!!
You're welcome and glad it helps!
One of my fun is to trick DS4 to have what I want and KISS (Keep It Simple Stupid) is my method. :-)
SixDs is right: keep your original figures in your scene and make the imported object invisible so you don't need textures (even if they must not be loosed).
Draxin: I don't think you need geometry shell or a modeling program: the export/import will combine the figures into one object so all polygons will be used for collision whatever the figure
So, I just had to take this for a test drive.
I loaded a couple of G3F characters with some hair and simple clothing, and posed them side by side in a sitting position. I then Selected both of them and exported them to a Wavefront object, including the textures to see what would happen. I then imported my new object into the scene and what you see in the first thumbnail below is what I got (after translating the object a bit so it wasn't superimposed on the original model for illustration purposes). As you can see, the textures did export, but you can also see the surface settings are a little wonky. You could go through and adjust them all, but that would be a lot of work - you can see that all the surfaces are there on the left side of the screenshot.
Anyway, the next step was to create a simple cube primitive that I could use as a cushion. Be aware - you need to ensure that the object (cushion in this case) has sufficient geometry (polygons) to be able to deform/conform to the shape of the girls, otherwise it will simply collapse upon collision. I used a 1 metre cube with 100 polygons, then shrunk it vertically along the Y-axis and horizontally along the Z-axis to form a rectangular cushion. I then applied a smoothing modifier to the cushion and set the girls as the collision object. After positioning it beneath the girls, I then simply raised the cushion to intersect their behinds, as shown in screenshot number 2 (the second thumbnail below). I then toggled off visibility for the girls to see the results and voila! Butt prints, as shown in screenshot 3, below.
We definitely have a winner here with lots of potential possibilities! I hereby dub this the Smaker Technique!
Butt Prints!!! lol.
yeah, think i got the gist of it and i fully agree with callin it the Smaker Technique.
Thanks for the help ya'll!
Don't assimilate "butt prints" with my name please
!!!
For object material it's quite normal as the obj format doesn't manage all the shader components of DS4 (only the main one: diffuse, bump, opacity,... but no subsurface scattering, ...). That's why it"s easiest to make the dummy object inivisible and keep the original figures
Glad you're happy about this trick
Smacker of Butt Prints?
Seriously though, would using geometry shells as the export object involve less polygons, (and no textures so an even smaller size)?
Hats off to Smaker. I love innovative thinking.
that's why i was thinking of using geometry shells, ya don't need the textures if all it's there for is to deform the target object.
i'll mostly assosiate "butt prints" with SixDs, Smaker, so your safe lol
Actually, when you export the object you don't need to include the textures - you can specify that in the pop-up window when you export. I only did it to see how it would turn out. Also, once you do your collision, you don't have to keep your new object in the scene and hide it. Simply save the cushion as a new object, complete with dents (we'll call them that now) and import it back into the scene. You can now delete your original character object.