Are there Gloves For this kind of cloth?
James
Posts: 1,071
https://prnt.sc/tUNhnBrmC8Cj
https://prnt.sc/pkEKeTi7sKuE
I'm trying to create like a very wide cloth.
At first it always explode.
Later I make an assumption it is due to fingers stabing to the fabric.
So I create spheres, attached to hands, and it works. The cloth not exploding anymore.
But the cloth looks weird for the hand area due to the spheres..
I wonder are there gloves to handle this type of cloth.
Or what kind of solution for this type of cloth?
Post edited by James on
Comments
I rarely experienced explosion in such cases, the tricks might be just tweaking settings on dynamic surfaces... You better post your scene file with this "cape" if you don't mind so that we may help with checking.
For instance, from the draping result around the neck / back, I may tell the settings are not really optimized ......
Ok, uploaded
OK, in this case, I have to say the key issue comes from its mesh. You made it with MD, right ? The density of the mesh is unnecessarily too high, as well as they're triangulated ... (ss1)
I roughly remeshed the top in Blender, re-rigged it and optimize settings on dynamic surface a bit (just reset Collision Offset to 0.2), there's no explosion when simulating it. (ss2)
So my suggestions:
0) Do not set the value in Skin Offset too small in MD. ( better 3 ~ 5)
1) Do not set value in Particle Distance too small, better 15 - 20 in this case. Then quadrangulate the mesh after simulation in MD, before exporting to OBJ.
2) Rig OBJ on G8F Base figure in DS. Convert it to SubD after rigging. Add smoothing modifier as needed. Then set up dForce. And those two helpers on both hands are not really necessary... but you can rotate some fingers of G8F at the last frame or an interim frame so as to make them look more natural under such a Top for draping, as well as avoid abrupt intersection with the top geometry if there's any ~~
Then it should work much better with dForce simulation.
currently I'm experiencing strange behavior.
So I did as suggested, but everytime I hit simulate, the cloth just vanish in a second.
How does the mesh look like?With denser mesh, a simple way to avoid "vanishing" when simulating is to set Collision Offset to negative value...-0.5 or -1.
https://prnt.sc/urrCzL8nAgnD
if the value -0.5 or -1
The cloth goes down through the character body.
Ok I figure it out from other thread
https://www.daz3d.com/forums/discussion/322096/clothes-disappear-in-dforce-simulation?srsltid=AfmBOoqGycP_PbOio7XOpdCBAY-DNVKPKECFxbfJc97MgwKHMzNlzu0L
I have loose vertices.
This is strange, why having internal line in MD causes the vertices to be cut.
It seems internal lines in quads faces will cut the fabric
Anw, thank you.
Did you export garment in MD with Thin + Welded options selected ? Internal lines shouldn't bring you wrong geometry with quads if the patterns were exported correctly ~~ I also make garments with lots of internal lines in MD, so far so good.
The issue seemingly comes from the unwelded geometry as well as the wrong collision with overlapped vertices ~~ (ss 1 ~ 2, red one is wrong, white one is correct)
I cleaned the mesh in Blender (the white one), then added dForce modifier and simulated it, no issue at all.(ss3)
So, double check the patterns in MD and try re-exporting it correctly.
The option is thin+ welded, if not that garment will fall off into two pieces.
in my MD, when the mesh is quad, if I pulled the fabric, there are cuts on edges along the internal line, though the vertices still holding on.
If I trianggulate, the cuts are gone.
trianggulate:
https://prnt.sc/ta0Yd83kBPBa
quads:
https://prnt.sc/aro7gozz4Z4S
If so, you may wait for the mesh well settle down when simulating / draging the garment to avoid broken things as shown in your screenshots.
I've not exeprienced such an issue when dragging with Quads (ss1). If that issue persists on your side after optimizing settings, as I said above, you may quadrangulate the mesh just before exporting the patterns to OBJ...