philemot opened this issue on May 25, 2016 ยท 335 posts
DaremoK3 posted Tue, 04 October 2016 at 5:54 PM
mrgraphix:
I was here last night, and started to write a rather lengthy post regarding work-flows for this, but it really needs it's own thread, because there are many factors and variables that come into play with different meshes, collision objects, and simulation choices. Warning: Lengthy work-flows post below...
I was wondering the same thing as VirtualWorldDynamics above, and am glad you have included a screen-shot. It appears you are working with the By Neighborhood rigidification due to buttons, overlapping panels line, and possibly non-welded mesh components. If this is the case, the cloth mesh will try to retain it's shape as closely as possible to the original. Also, that is a tight fitting shirt for that body shape, so there won't be much room for a transition. You could try to add scaling inside VWD to loosen the cloth some more (unless you want the tight fit).
You can try a few things to coax your cling-wrap free including:
Scaling vertices under the breasts to loosen (but might not yield optimal results).
Using a secondary collision proxy under the breasts on the torso for the cloth mesh to collide with (this method usually gives me two VWD sessions to be used; One for proxy collision, and then one to final drape cling-wrap free).
Using a completely different proxy cloth mesh to drape with that has zero non-welded components and using DS to create what you need by conforming your shirt to the proxy shirt (but this is a different work-flow that includes morph targets, and Transfer Utility).
Turn off DS morph targets for the breasts, so the shirt remains as close to possible to original (breasts should poke through shirt), and then using Dynamic Deformation Sim Tool inside VWD to quickly fit to breasts with less cling-to (Press SHIFT once [do not hold], and watch the magic. Some might need a couple of quick presses, but usually one or two quick presses does the job). Then run a normal Static Simulation with your chosen settings.
Try to simulate your cloth under different settings with different rigidity settings for the separate components of the shirt.
Example for the last one; When importing the cloth, uncheck both rigidity settings. Then inside VWD select all non-welded components and give them a By Neighborhood rigidity setting. Depending on what you set, and what variables, you should get a shirt that both drapes more natural, and external components should not fall off.
If you are doing this as an animated drape to get both the drape, and have it on the final pose, I would suggest you first work on the no cling-wrap work first on static simulation, and then use the resulting cloth mesh for your animated simulations.
Also, there is one more thing you can try, but I have to warn you, it is a monotonous task inside of VWD. What you do is after your initial drape, freeze every vertex on your mesh (X hotkey). Next, uncheck the Release Nails box in Simulation Tab for the Dynamic Deformation Sim Tool (SHIFT, and CTRL + SHIFT [which is for push/pulling in view-port direction] hotkeys). This will pin the vertices where you move them (if Release Nails is ON they will just snap back to their original position). Last, you get to work hand sculpting the cling-wrap transitions that you want vertex-by-vertex.
You can also perform the last example inside of DS with the Deform Magnets Tools, or if you have Hexagon (with DS Bridge) or another 3D modeler, you can perform that same task even easier with sculpting tools, Tweak-modes, or vertex translations with a soft-selection modifier.
Here are a couple results from a simple shirt with cling-wrap breasts (both small and large) just to illustrate it can be done:
From this:
To this:
And, from this:
To this: