dForce "Spring" thing

DDCreateDDCreate Posts: 1,404
edited January 29 in New Users

Sometimes when I go to simulate/drape/dForce some clothing it does this thing were it needs to process "spring" (I'm sorry I'm not sure how to word this.) Anyway, it takes like 10min to process before it actually starts the dForce process and then it jams up. I frequently use a martial arts uniform that I have saved as a "Prop" with dForce already applied. So I load the character, then the uniform. Then I load the uniform the the character, pose, hit simulate and 9/10 it works fine. Other times it does this wild "spring" thing and it locks up Daz. What am I doing wrong? "REPORTING SPRING ISSUES" that's what it says when it starts. If that helps.

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Post edited by DDCreate on

Comments

  • felisfelis Posts: 4,617

    Springs are edges, i.e. the distance between 2 verteces, that violates the collision distance.

    This means you either have a high demsity mesh, but you can try to decrease collision distance in the surface settings.

  • DDCreateDDCreate Posts: 1,404

    Hmm. Okay. I'm sure you're right but I don't know what that means or how I'm causing it. I just load the character, put the clothes on it, pose, sim and almost every time it works fine. This is only an occasional "bug". I know it's not a "bug" bug. Just something that occurs occasionally because of...something?

  • felisfelis Posts: 4,617

    You are not causing it. It is the mesh you are trying to simulate.

    If you are shrinking an object, you will shorter the edges.

    Is it a bought item?

    Have you tried adjusting the collision distance? Default is 0.2 (mm), you could try set it to 0.1.

    If the simulations run, then it is kind of ok, it will just push the veretces father apart as part of the simulation.

  • Richard HaseltineRichard Haseltine Posts: 102,344

    The problem is that dForce tries to keep the vertices separated by the minimum offset distance, but it also tries to keep the edges at their rest length - if they are streteched beyond that dForce treats it as potential energy and tries to diffuse it across the mesh. So in these cases dForce keeps stretching the dges to achieve the target offset, which adds more energy, which dForce tries to diffuse away by shrinking the edge and adding energy to its neighhbours, which means the vertices are now too close, so dForce pulls them apart, so dForce stretches the edge, so thata dds more energy, which must be diffused away....At best it slows the simulation down, at worst it chases the mesh to explode.

  • crosswindcrosswind Posts: 7,888
    edited January 30

    Firstly check this thread to understand what is Collision Offset 

    https://www.daz3d.com/forums/discussion/comment/2904951/#Comment_2904951

    If a collided vertex has a shorter offset distance than the defined Collision Offset on a dynamic Surface, e.g. in your screenshot, 0.1414cm < 0.20cm, its "spring", like elasticity, will be extended so as to reach the offset distance 0.20cm.

    So, if the clothing you were using is pretty tight, even have many vertices, you can simply set Collision Offset as 0 even a minus value to significantly shorten this spring check. Then increase Contraction-Expansion Ratio a little bit (100.1 ~ 101) to make a reasonable distance in between the clothing and your character...

    Post edited by crosswind on
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