Home Page › Forums › General Chat › [Solved] Need help with dForce
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Equality 7-2521.
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December 19, 2019 at 10:20 PM #1384960
Is there a way to convert the result of a dForce simulation into pure geometry?
I want to use this geometry in a different dForce simulation.
1. Drop a plane with dForce onto a bed to get the form of the surface (gravity=1).
2. Set gravity for dForce to Zero and let a character sink into this plane to produce natural
looking dents on the bed (controlled with keys).I hope you understand what I want to achieve.
December 19, 2019 at 10:39 PM #13849871. After simulation, select the plane and save as prop (File > Save As > Support Asset > Figure/Prop Assets). Now you can load in another scene already deformed.
2. You can also export as .obj and open in other software, and re-import after external manipulation (i.e. texturing, UVs, ZBrush morphs, etc.). If you choose to export, be sure to hide or delete everything EXCEPT what you want to save out, as DAZ will create a single OBJ of every visible element in the scene.
December 19, 2019 at 11:02 PM #1385016Thanks for your help.
Your first tip does not solve my problem because the saved prop
has the dForce in it. When I start a new simulation the plane starts with its
inital state. So I lose the deformation of the first simulation.Or am I doing somthing wrong whem saving the prop?
Did it with default settings.December 19, 2019 at 11:28 PM #1385040Yes, the saved prop asset will come back in with the dForce already applied, so if you want to simulate a previously simulated item you'll have to save it as a pose preset and apply the pose to the item at the beginning of the second simulation.
I think I see what you're after. You basically want a blanket draped over a bed for the first simulation, and then maybe a figure sitting or laying down on it for the second one? You could achieve that in several ways - one long multi-step simulation, pose presets, export to obj, etc.
If you absolutely want the first simulation saved as geometry before the second simulation you'll need to export to obj and then re-import it. But either way will work in the end.
December 19, 2019 at 11:53 PM #1385074Yes, that's exactly what I'm trying.
After exporting as an obj file and re-importing it I must say there is dForce in it too.
So every new simulation kills the deformation of the blanket.A multi-step sim is not really possible with my way doing it.
In the first step i try to get a copy of the beds surface. To do this the bed acts as an static dForce modifier. When I would continue to place the figure on the blanket this static modifier would stop the figure sinking into the blanket.
That the reason why I try to do it in two separate simulations.May be I'm thinking way too complicated but I'm really new to DAZ.
December 20, 2019 at 12:21 AM #1385103@snooker, check in your simulation tab. Is the "Start bones from Memorized Pose" in the initialization section on? If so, turn it off.
December 20, 2019 at 12:30 AM #1385112Okay, you must not exporting correctly then. An OBJ contains nothing but geometry, which is just a list of all coordinates for its vertices. It contains no dForce data.
These are the steps:
1. Hide or delete everything except the simulated prop item you want to save.
2. Go to File > Export. Hit Enter.
3. Pop up will have Wavefront Object (*.obj) as the file type. Choose a name and save location and hit Save.
4. OBJ Export Options pop-up will appear. In the "To:" drop-down select DAZ Studio (1 unit = 1cm) with a Scale of 100%. You can keep the defaults for everything else, although I usually deselect Write Material Library, which will create a second .mtl file that is essentially unneeded if you already have texture presets. You will later save the obj as a duf anyway, so this is redundant. You do want to have it write UV coordinates and groups so that the textures work.
5. Hit Accept. You now have a saved OBJ.
6. Go to File > Import and select the OBJ you just saved. Hit Open.
7. In the OBJ Import Options pop-up that appears be sure to choose the same DAZ Studio format option at 100% scale. Leave everything else checked (you can leave Read Material Library on or off, as there is no mtl to read if you followed my directions).
8. Hit Accept.You now have an object in your scene with no dForce data present. It will have UV coordinates and material groups so that you can apply textures to it, but it will be a static prop.
9. Save it as a Support Asset as I explained before (File > Save As > Support Asset > Figure/Prop Assets), in a location of your choice. It will add a thumbnail for you, but I usually render out a better one. You can now use this as a static prop or apply dForce to it and simulate again.
Hope that helps!
December 20, 2019 at 1:50 AM #1385204Finally it did the trick. It's doing exactly what I want it to do!
I Owe you a bear or whatever yod'd like to drink. Thank you very much.
I thought I was exactly doing what you described. But there must have been something wrong. Doing it again step by step made it work.
The result contents nudity, so I will not post ist here. But I have to say I love the result.
One additional question:
The accuracy of the dents in the plane depend on the resolution (number of faces) of the plane, right?December 20, 2019 at 2:12 AM #1385246Yes, the higher the mesh resolution, the more detail in the bends and folds.
If you're not getting enough detail you can add more resolution by converting it to SubD (if it's not already). To do this, select the prop, go to Edit > Object > Geometry > Convert to SubD.
Then on the Parameters tab go down to Mesh Resolution and change from Base to High Resolution under Resolution Level. This will multiply the faces by a factor of 4. You can then increase it even more by bumping up the Render SubD Level (the View SubD Level is just for the preview page, so you can work on it at lower rez and render at a higher resolution).
Smoothing should be on by default, but there are a few types of algorithms you can use. The defaults should be fine for your purposes.
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