VWD_dan opened this issue on Jun 25, 2019 · 117 posts
GiraffeStudios posted Tue, 20 August 2019 at 11:14 AM
VWD_dan posted at 11:05AM Tue, 20 August 2019 - #4359843
Ragice posted at 3:37PM Mon, 19 August 2019 - #4359149
Hi Dan!
I was using a G3F figure, but found the problem with several outfits; one of them was the leotard from the Let's Get Physical outfit for G2F.
I run the VWD script, loaded the G3F as Collision with default settings, then loaded the leotard as cloth with the assistant; I chose an static simulation, cotton preset, no nail to collision vertices and no self-collission either. Run the simulation, all is fine but the cloth is too loose for a bodysuit; so I selected all vertices and tried different values (I think the first I tried was 80, since it worked good on previous version of VWD) under scale and softness; pressed apply without checking H or V and the mesh went flying.
I hope it is clear enough and helps you find a solution; if there is any problem in the first place.
Hi Ragice,
Your steps and scene seem simple enough and don't seem like a place where blow-ups like this are likely (vs major collisions/fast animations).
I'm trying to reproduce this, but don't have that specific product (yet). Perhaps you can sub-divide the leotard in DS (convert to sub-d and increase a bit?) and see if that makes a difference. Even though this is a static sim, maybe setting the 'fast animation' higher, and/or nb_iterations up might help in case the collisions/mesh density conflicts are an issue.
Perhaps Gérald has some ideas.
I've had issues with the scaling in V2 as well, but no blow-ups, just not much effect, so I thought it was the 'operator' (me). I'll make sure Gérald looks into this. We'll get the product if we can't duplicate this with similar clothing products.
Thanks for the details and info.
VWD_dan
I have done some more testing and I think I found the problem. I tried the previously mentioned steps with several outfits with the same results.
Everytime I try to scale the mesh it does so in a exaggerated manner; no matter the value I input the mesh gets reduced a lot.
What I have discovered new is that this only happens when using GPU when scaling. I can do the initial sim using GPU without problems, but I have to do the scaling using CPU only to get it right.
Mesh also dissappears when starting the sim using CPU, stopping it and enabling GPU before restarting again.