Virtual World Dynamics F.A.Q (Last Updated: 2024 Sep 15 1:40 pm)
Yes akuei2, you can use the scale function to create folds. For a skirt, if the mesh of this skirt is made by quadrangles, You can select vertical lines of vertices and use the scale value on these vertices. Only the springs used between the selected vertices will be reduced. You have to define a rigidification by extention for the skirt using a value you will give you the folds you want to create (extension of 2 for a pleated skirt with a selection on one vertical line on two) . A scale function using a X,Z orientation would be very helpful for this kind of action. It is necessary to remember that VWD is not a program made to create clothes, its goal is to animate them. A new function giving the length of the selected springs (defined by their vertices) will be very helpful in the next version. I am not sure my explanations are clear enough.
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Just a little thought. The workflow for the folds that I explained in my last message, will work correctly when the X,Z scale function and the Y scale function will work in VWD. However, you can use a scale method on several vertices to generate wrinkles.
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The ability to fold also dependent on the clothing mesh topology and mesh density. Some clothing are too low poly for soft cloth simulation. Some clothing also has uneven poly.
Good thing is, if the mesh doesn't have enough polys in Daz Studio you can subdivide first before VWD sim. VWD will intelligently import the subdivided higher poly version.
One thing I've found helpful; is once it's back in Daz Studio, I apply a sub-d, but I rarely apply the smoothing option; even after applying it, I almost always turn it off, and the cases where I haven't, then i've had it at '1'. Sub D is great for allowing detail present to actually show up. Smoothing normally gets rid of it.
DS's "Smooth" modifier should have been properly labeled collision manager...which is intended less for smoothing, and more for fixing post-autofit collision and pokethroughs.
If the clothing object is well modeled and the sim session is done properly, one rarely needs to resort to DS "smooth" modifier.
As to typical smoothing, yes just one level of SubD post simulation gives nice enough polish for most simulated clothing and hair...
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During static simulation, clothing is leaning smooth and flat ( without wrinkle ).
It's possible add detail winkle or fold, via setting parameter, or adjust my hand?
Any idea?