saibabameuk opened this issue on Sep 06, 2024 ยท 8 posts
FVerbaas posted Sat, 07 September 2024 at 9:50 AM Forum Coordinator
The first image shows the lower arm piercing the fabric. This basically nails the fabric to the figure mesh. Then when the lower arm is moved, the whole dress arm is pulled down.
The culprit is too much pokethru of the arm in the starting pose. The cloth room can deal with and solve some amount of poke but not all.
A little theory: Poser does not require collision objects are 'watertight' so there is no way to determine whether a cloth vertex is 'inside' or 'outside' the figure. Instead, it uses a logic that if a vertex is less than a certain distance, the 'collision depth', below the nearest figure geometry it is assigned a force that in the next simulation will push it outwards. This means that if the vertex is too deep below the surface it will not be pushed out. It means also that if it is closer to the opposite figure surface it will be pulled there. That's why hands, toes, ears and cheeks are notorious for 'catching' the fabric.
Practical advice: use the 'test drape' facility to catch this. It lets Poser do a number of cloth simulation steps while the figure is not animated. You can then check whether the starting phase is correct. In this case you can probably solve by changing the figure pose at simulation start. Do not forget to uncheck 'start from zero pose'.