Home Page › Forums › General Chat › Collision advice?
- This topic has 4 replies, 4 voices, and was last updated 8 years, 6 months ago by
J-Buckland.
-
AuthorPosts
-
April 15, 2018 at 5:09 AM #570606
Collision problems. I got em.
How to get a clothing not to collide with foe other objects.
Not having much luck in dForce...
April 15, 2018 at 5:46 AM #570628Add smoothing to the jacket. Have it selected in scene tab, click the menu options in the scene tab. Edit>Geometry>Add Smoothing modifier.
Now go to the parameters tab and locate the collision item box. Click it, it gives a list of items. For this case, I would choose the shirt he is wearing since that is what the jacket is clipping through.
That should help some. There are more parameter tab options from here. Smoothing iterations and collision iterations are big ones. It may take a balance of these to get it looking ok.Another option is to purposely shrink the shirt so that it clips inside your figure, or make the pockets of the shirt invisible in the surfaces tab if they are separate surfaces.
Yet another option, with dforce. Make the shirt set to dforce, but as a static object. Make sure jacket is all fully around the shirt before simulation, no clipping. That may mean expanding the jacket a bit, then sim.
April 15, 2018 at 11:01 AM #570913Anonymous
InactiveRank:
Try setting the Jackets collison setting to the shirt instead of the model, this should pop it on top of the shirt.
What generation figure are you using?
April 15, 2018 at 6:28 PM #571368What Tomsk said.
dForce may be all new, powerful and shiny, but, in its core, it's dynamic simulation. Advanced, yes, but... dynamic simulation.
As in any kind of clothing simulation, your process should always be the following, if you use more than a single clothing piece.
First, you run the simulation for the clothing items that are the most inner, layer-wise. Like undies, or the shirt in your case (if it's dynamic, if it's conforming, just ignore this part), setting it to collide with the main model, any affected/affecting attachments, and, if necessary, the ground/floor. Run the simulation, and, if you have an option on the offset, and depth, keep the clothing as tight as possible, it will help you with the overlaying simulations later.
Then, run the simulation of the second inner layer of clothing, making sure it collides with the model, the first clothing, any attachments, and, if necessary, the ground/floor... and, so on, with any more dynamic clothing layers you may need. You always use this, to ensure each clothing piece will land properly over the more inner layers, without pokethroughs or heavy distortion.April 16, 2018 at 8:52 AM #571998@tomsk
Genesis 8. With collision on shirt, bag & holster poke through. and vice versa.
@Yan
How do you simulate in sequence? should I simulate the shirt and then create the jacket after, or can i somehow do that with two objects worn at the same time? -
AuthorPosts
- You must be logged in to reply to this topic.
