Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 03 12:46 am)
The best way (for me, at least) is to scrub the animation and look for problems like this before running sim. If you find one, add a key frame (move the offending body part enough) to avoid it. the final position will still be the same, just the route to get there will be different.
Bill
People that know everything by definition can not learn anything
Quote - The best way (for me, at least) is to scrub the animation and look for problems like this before running sim. If you find one, add a key frame (move the offending body part enough) to avoid it. the final position will still be the same, just the route to get there will be different.
Bill
yeah that much I know, its then the final pose has body to bodycontact that is the real issue
Note that the sim will force a distance between the cloth and a colliding object which is minimal the value as set in Collision Offset (which is in cm). When the sim cannot to that, results get a random, unmanageable character.
So when a single layer of cloth has to be manouvred between two objects it can collide to, like a dress between a body and a chair, then the minimum distance between body and has to be twice (so: take three times) the Offset.
When two layers of cloth have to be manouvred between the objects, or two parts of the same object, like the two pants of trousers covering both legs, the minimum distance between the two legs has to be at least three times (so: take four) that Offset otherwise the cloth will have issues colliding with itself.
When the distance between the objects surrounding the cloth is too small, you actually present the sim with the issue that it has to solve a math problem without being able to meet the conditions, so it goes wild.
So, in the "legs problem", when the original (cloth less) animation reveals that the legs are touching, you need to animate the thickness of the legs a bit as well to (re)create the extra gap to let the cloth pass in between.
Note: when cloth has to be manouvred in between colliding objects which are close, Poser needs a lot of tiny steps to do so carefully. So you need a serious amount of steps-per-frame in the sim settings. Doubling the steps will sort of double your calculation time, but will reduce your crashing risk as well.
- - - - -
Usually I'm wrong. But to be effective and efficient, I don't need to be correct or accurate.
visit www.aRtBeeWeb.nl (works) or Missing Manuals (tutorials & reviews) - both need an update though
This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
Before I ask my question I'd like to thank every one who has helped me with my poser issues in the past:)
so when using dynamic cloth clothing I know hoh to make the clothing ignore body parts and attached items. but an issue I commonly run in to is if a body part I can't let the cloth ignore (ex. the thigh for pants or the forearns on a long sleve shirt) comes in to contact with another part of the body the clothing is on (ex. the opposite thigh, the torso in the armpit area.) rather then behaving like clothing normally would by wrinkling and moving a big gaping hole opens or it look like the appendage is being sucked in to the clothing like the venome symboit.
is there a way to fix this issue? I'd look it up but I don't even know what search perameters to even use.