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155 comments found!
A couple of things...
First, the change in seeing the OBJ export settings is a DAZ3D thing. With the new version of the software they crippled the already in place RunSilent flag (currently corrected for next release version - as Gerald stated), so that is why you are seeing it while I am not, because I am using the first iteration of DS4.9. Will DAZ do this again? Of course they will. They really don't like outside competition to their in-house solutions...
Second, I believe I found your OBJ error, and why you are getting subsequent errors; It appears that you might have the cloth item you want to simulate "parented" to your figure (from your screen-shot above - cloth nested in the figure node ?). Solution: If this is the case, then first unparent the cloth before using VWD. If it is not parented, then please disregard, and the error might be different.
And, lastly, the memory thing; You believe because you have 32 Gigs of RAM, that VWD should be using it, but VWD is only a 32 bit program, so it can only use 4 Gigs max. Your CPU cores are more important at this stage...
Thread: Memory Issue and Preset Problem | Forum: Virtual World Dynamics
Beautiful render, anupaum. The hair looks natural, and realistic. I love the pose, and composition.
Great breakdown of the video tutorial. It will be very beneficial to the users.
Also, great job on your promotional video. Now, just think about your next one, and how VWD will help you to achieve natural flowing hair added to it. It will look even more tantalizing.
Welcome to the wonderful world of VWD cloth and hair simulations. Can't wait to see what you produce next. Also, don't forget about the VWD Gallery here at Rendo. That is a great image to add to showcase how great hair can look with the use of VWD.
Thread: Memory Issue and Preset Problem | Forum: Virtual World Dynamics
anupaum:
The first one would work well for a shower scene. The second one appears to be closer to what you probably wanted, and it looks great.
You will find it will get easier the more you play with it, and you are not limited to just following one way to accomplish your goal. Now, you should attempt it again, but this time when you get to the second image level start to play inside VWD using the Simulation Parameters (Inertia - moves mesh faster/slower_keeps in motion/slows motion, Gravity - lesser gravity to negative gravity to float hair upwards/no gravity to manipulate hair easily), Dynamic Deformation (hold SHIFT and pull/push hair strands where you want them), fixing/releasing (locking/unlocking) hair strands/sections for manipulation or no manipulation allowed, and Wind to blow hair naturally in multiple directions.
Setup also plays an important role in your outcome. If you only use By Neighborhood for initial springs setup you will get hair strand clumping (good for some sections of hair, or certain styles), but if you start with By Extension for initial springs you can have separate hair strands and you can add in By Neighborhood for clumping sections. Also, pre-setup of hair strands for By Material selection (each strand it's own material zone) can be beneficial as well as utilizing the selection tools inside VWD to manipulate individual strands.
You're off to a good start. Happy simulating...
Thread: Share your VWD Renders! | Forum: Virtual World Dynamics
It's a composite image which involved a couple of different software. I'm not 100% sure on this one, but I believe I used FotoSketcher, and Postworkshop.
The base image was rendered in DAZ Studio using ToonyCam Pro for the initial lines and colors.
Thread: Poser Dynamic Cloth: VWD for DAZ Studio? | Forum: Virtual World Dynamics
Erwin0265:
Yes, you can set up multiple collision settings. There are two primary settings for VWD; Initial parameter/collision settings set at beggining of VWD usage (can not be amended), and then secondary settings inside of VWD that can be applied on a per collision/cloth_hair usage. That is why VWD is asking you which collision object you would like to attribute whatever settings you just made to. You can repeat the exact same setting process, and then attribute them to the other/another collision object. You just have to work with it one at time.
Thread: Poser Dynamic Cloth: VWD for DAZ Studio? | Forum: Virtual World Dynamics
Addendum to post above (editing failed)...
Thread: Poser Dynamic Cloth: VWD for DAZ Studio? | Forum: Virtual World Dynamics
Thread: Poser Dynamic Cloth: VWD for DAZ Studio? | Forum: Virtual World Dynamics
Erwin0265:
Un-parent the quiver, and you will have access to it for secondary collisions. If un-parenting the quiver puts the quiver in a state of original imported world coordinates, then export the quiver out as OBJ, and import that quiver in for the secondary collision object (while parented, but everything else in scene hidden). Export/Import will solidify the mesh's translations that match your posed figure. A quick way is by use of the Hexagon bridge, and renaming the mesh, so it comes back as a prop, and does not try to append as a morph target. If un-parenting the quiver retains posed transforms, then disregard need for above.
I am like you, and I have no use for animation, but sometimes animated drapes are necessary for end results of a static image. For your loin-cloth above, my work-flow would have been to import the final frame only to VWD, and perform a static drape on the cloth while all hard parts were set as "fixed" vertices (not nailed to collision) not allowing them to move at all. I would turn off all simulation settings, including floor collisions, and use Dynamic Deformation to pull the cloth up in a horizontal plane above the floor plane. Then I would turn the simulation settings back on, including floor collision, and start a static simulation that collides with the floor as well as the collision figure. I would finish with using the DD to push/pull the draping to my liking, and send back to host.
You can see an example of what I mean by this work-flow in this post here:
[Post: @4296101](https://www.renderosity.com/mod/forumpro/?thread_id=2902807&page_number=5#msg4296101)
Thread: Poser Dynamic Cloth: VWD for DAZ Studio? | Forum: Virtual World Dynamics
Marble:
I hope the new version will help you along with your issues. You guys need to get out of your head about the whole "I have 100 Gigs of RAM" thing (exaggeration). VWD is only a 32 bit software, and is not even LAA (Large Address Aware), nor can it be rectified as such with LAA software (as Hexagon could to reduce crashing). So, you are not even using above 2 Gigs ever... end of story. If we could LAA VWD we could use up to 4 Gigs of RAM max.
The CPU (multi-threading) is the workhorse of VWD, and why some have it better than others in regard to running VWD. On my laptop, I only have a single core, so I max out at CPU multi-threads at 2. On my Windows 7 PC, I have four cores, so I max out at 8. Some people (such as Gerald) have 16 physical cores, and have use of 32 threads. This is where the power for VWD comes in, and the more physical cores you have, the better off you will be.
This might soon be a moot point though, as Gerald is working on a GPU version, so only time will tell. Maybe, I will finally be able to use all those Cuda cores I purchased my nVidia card for, but who knows?
Regardless, it is an awesome piece of coded software, and I hope you don't give up on it.
Thread: Errors And Potential Bugs: Please Post Errors In This Thread | Forum: Virtual World Dynamics
pendraia:
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?
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.
What are the settings you were using with the dress, and also what is the vertex count?
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.
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.
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.
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.
And this image shows the setup for the stiff pleats using by neighborhood rigidification:
Thread: Errors And Potential Bugs: Please Post Errors In This Thread | Forum: Virtual World Dynamics
Hi pen,
I'm not sure if the bridge would be the issue, but I never tested for Dawn (or Dusk), so I could not verify if this could be a causation.
Is VWD locking up (not responding) when you run the dynamic simulation, and you have to force kill it through Task Manager?
This happens for me for only one figure I tested and use; SM G2 Olivia.
I believe it might be some kind of rigging anomaly error that isn't accounted for, or at least possibly the case in my account. Static sims with G2 Olivia are fine, and both static and dynamic sims are fine with G2 Jessi, but animated sims for Olivia with same clothes that work on Jessi fail ten out of ten times without exception.
Try this for a test; Load in your animated scene as you have before, but do not press the Dynamic Simulation button. Instead, cycle through the animation one frame at a time (right arrow key) all the way to the end to see if the animation data is intact. For me, the animation plays through to the end one frame at a time, but fails (locks up) the second I press the dynamic sim button.
I have been using a long-about technique of simulating each frame independently with static simulation, and dynamic deformation (holding SHIFT key) while cycling through all frames to the end. Not so bad for 30 frames to achieve a draped pose, but not for an animation or anything longer.
If Dawn is failing like Olivia, I believe these figures might need to be looked into as how VWD is using them with animation.
Thread: Daz Studio bridge to VWD | Forum: Virtual World Dynamics
I forgot to mention an important part of the work-flows I use in VWD for fitting/draping cloth objects.
G (gravity), and I (inertia) are your friends, and learn to use them to control your draping. I start with both Gravity and Inertia set to OFF. This gives a slow controlled drape (keeping mesh shape, but alleviating poke-through), and is especially great for cloth fits using the Dynamic Deformation sim. I will add gravity starting at a low setting (0.1), and gradually going up in value. At points I will introduce inertia, then remove it again, or gravity, or sometimes both. I add gravity, remove gravity. Add inertia, remove inertia. It is like a dance when simulating watching the cloth closely as I perform adjustments until I am satisfied with something. Then I use the Send Pose To Host button, duplicate the mesh in Studio, and go back into VWD to play with Dynamic Deformation for multiple send poses to host sessions, and duplicating the meshes for morph targets.
Also, before sending to VWD, a quick method to set your breast auto-conformed morphs, and cloth mesh back to zero is to just unconform (fit to none) the cloth object from the figure.
Here is the large breast tight fitting version that I should have shown before instead of the nightgown drape:
Thread: Daz Studio bridge to VWD | Forum: Virtual World Dynamics
mrgraphix:
You are welcome. If you need specific help on any area, or techniques, then go ahead and create a dedicated thread for this. I have about twenty screen-shots, and can go into detail regarding any technique if you need it.
For the two examples above, the method I used was the turn off breast morphs in the conformed clothes, and using the quick Dynamic Deformation Sim Tool fits. But, since I am using Genesis1 with default Female Shape, and the clothes object is the default G1 Kids Shape Tankini, it defaults to a flat torso shape that is easily used in VWD. If you are using a dedicated female figure with dedicated clothing with breast shapes built in, there would probably be some smoothing work that would need to be done, or initial drapes where you exclude figures breasts from the simulation collisions.
The one with the larger breasts is a little different from just a standard drape. I turned the small tanktop shirt into a long loose shirt with VWD using the scaling function. I also have versions where it is still a tight fitting shirt, but without the cling-wrap. I have turned shirts into dresses, and dresses into shirts with scaling.
Thread: Daz Studio bridge to VWD | Forum: Virtual World Dynamics
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:
Thread: Errors And Potential Bugs: Please Post Errors In This Thread | Forum: Virtual World Dynamics
For anyone trying to use Hair simulation, and are getting the Access Violation error which is not allowing you to simulate any hair, this is possibly due to the Cloth simulation parameter Self Collision as stated by VirtualWorldDynamics above.
They both share this parameter setting, but it is not available for Hair dynamics (greyed-out). The issue lies with going from cloth simulation using self-collision, and then moving on to hair simulation (even if at a different time, or day). This is due to the INI saved state file which records, and presents the last used parameters. If self-collision was last used on a cloth simulation, then it is locked in, and when using Hair simulation you will notice the greyed-out checkbox is indeed checked when it should be unchecked. This is causing the access violation errors.
Gérald is working to rectify this for the next version (as stated above), but for now, a work-around is to before you select your Hair mesh and press the Hair button, open up the Dynamics Parameters Tab and uncheck the Self Collision checkbox. Then select your hair mesh and press the Hair button. You will see the greyed-out checkbox is now clear. Your hair simulation should now work as expected.
I hope this helps...
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Thread: Memory limits? | Forum: Virtual World Dynamics