Forum: Virtual World Dynamics


Subject: Errors And Potential Bugs: Please Post Errors In This Thread

DaremoK3 opened this issue on May 24, 2016 ยท 159 posts


PendraiaFaeCreations posted Mon, 30 January 2017 at 1:27 AM

DaremoK3 posted at 6:20PM Mon, 30 January 2017 - #4296101

Well, that is good that you were able to accomplish an animated drape with G3, but sucks that it failed sending to host. Did you try to send back a static pose, or the animation which contains every pose from every frame?

I didn't know that I could send a static pose for a dynamic simulation so I sent using the button for the dynamic simulation.

Send Pose to Host usually works on a consistent basis for me, and I usually send many poses to host per VWD session. Maybe try some smaller tests to rule out variables regarding VWD, the DS Bridge, and your PC environment. Some software don't like some setups, but I highly doubt this is the issue.

That's what I do when I'm doing a static simulation. At the moment I'm trying to stick to using simple objects for the draping...and I've learnt now that I can have more than one collision item which may have been obvious but took me a while to catch onto.

What are the settings you were using with the dress, and also what is the vertex count?

I'm still tending to use default settings except for Gravity as that tends to pull things down when using the default so I tend to lower the gravity. Sorry I didn't look at the vertex count. I will do better next time. I think I need to start taking notes in OneNote and get more serious about this...

You can check the vertex count in DS, or inside of VWD by going into the Vertices Tools Tab (shortcut key T), and selecting the "INV" (invert) button. It will select all vertices and display the count at bottom right of screen.

Thanks...I didn't know this.

Also, you have one more option to achieve your draped pose with VWD and DS. You can run the animated drape in DS only with conforming clothes, and then send both the collision figure and the cloth object in their posed states to VWD (on the last frame). Then you run a static sim to complete the draping which you can control by the rigidity settings. If you are using a dynamic cloth you will have to turn it into conforming first for this to work. I do this with my static dynamic clothes created in Marvelous Designer.

I'm not quite sure what you mean by this but once I've watched some of the videos it might start to make sense.

The trick here is to have your animation tab open, and after you launch VWD and then populate the Scene Import Tab with the Host List, VWD will resort back to the first frame. Just press the skip to end frame button, and you will be able to load in the collision objects and cloth objects in the posed state on the last frame. Make sure you do this before loading in either mesh objects or you will get first frame posing only.

Thanks for all the tips...

Below is a WIP image I am working on that employs both techniques. The figure on the left is a 30 frame animated sim, and the figure on the right is a static drape utilizing the technique described above. Notice the drapes on the Hakama pants for each figure. Both are the same meshes, but are draped with very different settings. I wanted a stiffer, heavier cloth while managing the pleats on the left, and a lighter, flowing cloth on the right, but still be able to maintain stiff pleating. For the one on the right I added a pleats material zone inside of DS that allowed me to set high rigidity on them while keeping the rest of the cloth soft and springy.

WIP01.jpg

And this image shows the setup for the stiff pleats using by neighborhood rigidification:

PleatsRigidity.jpg

This looks amazing...again, thanks for the help.