Fixing older clothing for Dforce?

Is there a way to make older clothing more compatible with Dforce? Even if it's in blender, some clothing works well, while others tear apart or explode. I don't mean adding Dforce modifier: dynamic surface.

Comments

  • felisfelis Posts: 4,367

    Clothing not designed for dForce can have different issues with dForce.

    - Mesh not welded: meaning when the simulation runs things will fall apart. This can be worked around using weightmap to avoid these areas, but it might limit the clothings movement. Else you can take it into a modeller and make a dForce add-on, that can hold it together.

    - Mesh too dense: will cause an explotion or large deformation. Lowering Collision offset might improve this. Else can turn off Self Collide, but that might cause the clothing interfere with itself.

    Note if there is appropriate surfaces, you can set the parameters per surface. You could also add new surfaces if convenient.

    Last resort is to take it into a modeller, and basically remodel the problematic areas. This might require some fidling with the UV map, if you not just redo the UV map, but then you can't use original textures.

  • mmoch25mmoch25 Posts: 134

    felis said:

    Clothing not designed for dForce can have different issues with dForce.

    - Mesh not welded: meaning when the simulation runs things will fall apart. This can be worked around using weightmap to avoid these areas, but it might limit the clothings movement. Else you can take it into a modeller and make a dForce add-on, that can hold it together.

    - Mesh too dense: will cause an explotion or large deformation. Lowering Collision offset might improve this. Else can turn off Self Collide, but that might cause the clothing interfere with itself.

    Note if there is appropriate surfaces, you can set the parameters per surface. You could also add new surfaces if convenient.

    Last resort is to take it into a modeller, and basically remodel the problematic areas. This might require some fidling with the UV map, if you not just redo the UV map, but then you can't use original textures.

    Thanks 

  • felisfelis Posts: 4,367
    edited November 24

    This is an example. It is The Tyto Ensemble for Genesis 3 Female(s). I realised the product is no longer in Daz.

    I added dForce to the dress, loin and scarf. Also added weightmap to dress and loin, to keep the upper part out of simulation. Reduced collision distance on the Loin.

    G3F_AK_Tuto_dForce.png
    1950 x 1500 - 4M
    Post edited by felis on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,251

    Evil Innocence Crossdresser welds clothing as well as converting it

    I convert everything to V4 who I bought a license for then autofit to Genesis 1 and subsequently all the way up

    just did a Poser4 Dork outfit today using it, fitted to Genesis 9 and dforced it

  • mmoch25mmoch25 Posts: 134

    felis said:

    This is an example. It is The Tyto Ensemble for Genesis 3 Female(s). I realised the product is no longer in Daz.

    I added dForce to the dress, loin and scarf. Also added weightmap to dress and loin, to keep the upper part out of simulation. Reduced collision distance on the Loin.

    I have used the weight map method before, but sometimes it looks like it's about to explode, it looks really jagged, I then take it into blender to smooth out the morph, and that's when quite often the seams will tear apart.

  • felisfelis Posts: 4,367
    edited November 24

    You can change viewport wire texture shaded, then you can see how the mesh is.

    Seams in non-dForce clothing can have a high mesh density, so it might be best to exclude them from simulation or set to no self collision, or at least a low collision distance.

    Post edited by felis on
  • mmoch25 said:

    felis said:

    This is an example. It is The Tyto Ensemble for Genesis 3 Female(s). I realised the product is no longer in Daz.

    I added dForce to the dress, loin and scarf. Also added weightmap to dress and loin, to keep the upper part out of simulation. Reduced collision distance on the Loin.

    I have used the weight map method before, but sometimes it looks like it's about to explode, it looks really jagged, I then take it into blender to smooth out the morph, and that's when quite often the seams will tear apart.

    Jaggedness may mean the offset values is larger than the typical edge (spring) length, so the simulation may distort as it tries to balance them (and may run away and cause the mesh to explode). You shoulkd get warnings about that during the preparation stage, before the actual simulation.

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