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54 comments found!
VirtualWorldDynamics posted at 9:58AM Mon, 03 October 2016 - #4285334
The next version is quite finished. For the next week, I want to work on the documentation so it contains all the new functions and the new possibilities in the interface.
After several tests, the "Inflate" and the "Force Field" functions will be very helpful in many cases.
Good to know...cheers...
Thread: Errors And Potential Bugs: Please Post Errors In This Thread | Forum: Virtual World Dynamics
VirtualWorldDynamics posted at 2:42AM Tue, 20 September 2016 - #4283925
@beemeekay and @Mythico : I want to be sure to understand your problem. I made a short video showing the workflow you use. Can you confirm that you would have a problem on your computer using the same actions. https://drive.google.com/open?id=0B9c39Rz2Ec-JMUN4OHJmbkp5bWs
Correct. Hair menu will open as soon as I click on the next item in Host List. (Win 7 64bit DS 4.9.2.7. Latest DS bridge installed )
Thread: Errors And Potential Bugs: Please Post Errors In This Thread | Forum: Virtual World Dynamics
More tests. Results...
Genesis 1 also has the same "highlight imported Box in Host List, Hair menu auto-expand for no reason issue".
Again, if continue session and ignore hair menu, will carry out sim session per normal.
However, I have also found, IF import 3rd object (box/other scene items) as Collision Actor, and with Hair Menu still auto-expanded, the issue can be worked arouond IF we go up to Host List, RE-select the Cloth Actor, then NO ERROR POPUP claiming "must be cloth object". Hair menu REMAINS opened/expanded btw, but the Vertices Tools selection grouping and the rest of the sim session can continue as per normal. Cloth actor will collide with BOTH collision actors.
It's good that the 'Hair Menu Auto-expand at 2nd Collision Actor Import" is not a big bug and can be bypassed. In any case, this still has to be fixed. Because
Highlighting a 3rd object in the Host List should not auto-expand Hair menu.
The Hair menu should not remained opened in a multiple Collision actors session for no reason.
So far, it seems most of the "bugs" I've come across can easily be resolved by making VWD auto-selecting (or auto-REselecting) the Cloth or Hair object in the Host List, when users click on Vertices Tools at any point of the session.
Thread: Errors And Potential Bugs: Please Post Errors In This Thread | Forum: Virtual World Dynamics
VirtualWorldDynamics posted at 9:37PM Sun, 18 September 2016 - #4283812
@beemeekay : excuse me, I don't understand. You want to say that the hair menu opens when you import the shoulder-piece without pressing on the "Import hair" button.
I can confirm this as a bug.
G2F import as collision. Default G2F free blouse Persian Full Top as Cloth. No problem so far. Click on a box prop in the Host List, HAIR PARAMETER + Vertices tools menus auto expand - without even pressing the Collision/ Cloth/ Hair button! This is of course not an expected behavior.
IF continue session without importing any more Collision actor, ignore the opened Hair menu, the session proceed as per normal with no issue. Select vert, nail to collision, rigidification, sim, etc.
IF import box as (a second) Collision actor, ignore the opened Hair Menu - select verts; nail to collision = ERROR POPUP: The selected object must be a cloth object.
Thread: Errors And Potential Bugs: Please Post Errors In This Thread | Forum: Virtual World Dynamics
VirtualWorldDynamics posted at 9:24PM Sun, 18 September 2016 - #4283132
I will look precisely to the errors you have. I never had the problem you have with the hair selection.
Actually, the earlier hair sim bug I reported is the same as my later report of cloth sim bug no.2.
Both hair / cloth sim cases = after a round of simulation; reinitiate dynamic sim; Vertices tool; select Material group from drop down; ERROR MESSAGE; the rest of Vertices Tools remains non-responsive after closing error message. Non-responsive = vertices won't be selected nor will it turn blue.
Typically when that happens, I just end the sim session = quit VWD and restart new session. However, as stated in my last 2 posts, it's been discovered it's POSSIBLE TO WORK AROUND THE BUG = go to the Host List, randomly click on any other iterms, the Vertices Tools and Groups selection tools become responsive again, and I could continue selection and rigidification for the next round of hair/ cloth sim.
It seems the bug has to do with Vertices selection menus becoming unresponsive after a round of sim.
I hope it's clearer.
Thread: How to make dynamic hair and dress ? | Forum: Virtual World Dynamics
If you're new to cloth sim, makes sense to have an uncluttered scene.
VWD can deal with many scene objects, subject to a fast PC of course. A typical cloth sim session has multiple dynamic clothing sim iterations. I then rename each good enough sim results from blah_VWD, to blah_01_collisionON, set it to invisible and proceed to next sim. Soon I have up to 3 to 5 sim versions of the same cloth in the scene, each with 30- 60 frames of morph animation!
Another one of VWD's standard workflows is also SEQUENTIAL multi-layer sim. Say clothing layer first, then hair sim next. Then maybe scarf or blanket on top next. This means a typical character sim will have multiple objects in the scene simultaneously...
I'm really getting the hang of it and having fun...
And on the topic of clutter....
Note to self: nag at Gerald to include new function next update: Ctrl select only the scene objects required for the sim session into Host list
Thread: Errors And Potential Bugs: Please Post Errors In This Thread | Forum: Virtual World Dynamics
I clicked on the custom action, which is effectively restarting the script? That caused the crash hang as stated above.
Anyway, I've noted the same pattern as a previously report bug.
Mythico posted at 8:07AM Mon, 12 September 2016 - #4281747
One crash pattern observed:
Sim actors can be the usual figure/prop, or both Daz primitives with sufficient vertex density.
-after dynamic simulation, press Vertices Tools + Vertices Group tab
-try to load material group = produce error message
-nothing can be done any further for this simulation session
-attempt to exit VWD = crash hang
-Task manager to force close VWD
-In DS, everything seems normal. Click on VWD action button to launch next sim session
-DS crash hang
-Task manager or Ctrl Alt Del to force close DS
(same as freshly reported bug no.1, which also happened after Cloth simulation)
So, this hair sim issue is also resolvedby the same workaround as the bug no.1 above:
After the above error message, click on any other scene items loaded in the Host List, will cause Clothing vertices to be highlighted in blue and become ready for selection again
So good news basically. Had 2 successful VWD Hair sim sessions on Genesis so far since this workaround is discovered. One is under 20K RadiantJaguar hair. One is crazy-high-poly 160K LoveMeHairGN.
I purposely reinitiated sim after a round of 30sec animated dynamic session. Did the T for Vertices Tool route, and this time, I ignore the error message, went to the Host List and click something else, I was able to continue working with vertices selection, ridigidy some more etc etc, then another round of sim without any incident.
Thread: Errors And Potential Bugs: Please Post Errors In This Thread | Forum: Virtual World Dynamics
Report of a few minor bugs
bug 1. After Cloth simulation, Vertices Tools. Viewport won't highlight vertices. Material group drop down, select any Mat group, will produce the follow error message.
Found a workaround today:
After the above error message, click on any other scene items loaded in the Host List, will cause Clothing vertices to be highlighted in blue and become ready for selection again.
This doesn't look like an expected behavior.
bug 2. During Cloth simulation, accidentally press Shift in viewport background without left clicking, caused severe crash (freeze hang).
Need to eventually Task Manager force kill to close VWD.
Daz Studio scene seems normal. Launch VWD, freeze hang crash.
Can't exit Daz Studio the normal way after that, right click task bar to exit, or Task manager force kill.
That's it for now....
Thread: it's possible make detail such a wrinkle or fold cloth? | Forum: Virtual World Dynamics
DS's "Smooth" modifier should have been properly labeled collision manager...which is intended less for smoothing, and more for fixing post-autofit collision and pokethroughs.
If the clothing object is well modeled and the sim session is done properly, one rarely needs to resort to DS "smooth" modifier.
As to typical smoothing, yes just one level of SubD post simulation gives nice enough polish for most simulated clothing and hair...
Thread: How to make dynamic hair and dress ? | Forum: Virtual World Dynamics
3DFineries posted at 2:59AM Mon, 12 September 2016 - #4282525
Here's a quick rundown. You want to load nothing in your scene except the V7 & the dress. Then sim the dress. After the dress is summed, then load the hair and sim it.
I don't know about Poser, but in Daz Studio you can load as many scene actors or props you want, and launch VWD then select the current cloth/hair/coliision actors for simulation from Host list.
Thread: Errors And Potential Bugs: Please Post Errors In This Thread | Forum: Virtual World Dynamics
VirtualWorldDynamics posted at 2:38AM Mon, 12 September 2016 - #4282740
Hello Mythico,
DaremoK3 made many tests on hair and It seems the problem comes from the self-collision checkbox. The self-collision cannot be used for the hair. In the next version, I will uncheck it and will disable it. Could you make some tests without the self-collision, please.
Will do...
Because of the hair sim bug, I've still yet to figure out what is it that the Hair sim does that the Cloth sim doesn't. Is it just the popular character's scalp pre-selected vertices presets? Is it post-simulation further vertex groups re-selection?
To me they are just meshes, conforming or plain unskinned, Hair is just another Cloth actor. So if I could use VWD Cloth sim on my Hair objects with good result, even with self-collision working on these hair-as-cloth-actors, that's ok, right?
On the self-collision note...
I know VWD is quite heroic and capable of multimillion springs, but I think it is reasonable to ask VWD users to avoid simulating hair with more than specific number of verts.
Also, remind Daz users that they do have a very useful Scene Info pane in Windows>Panes, where they could see how many tri/quad/face whatnot of individual scene objects.
Thread: VWD Tutorials | Forum: Virtual World Dynamics
I wanted to edit some more, but the Renderosity forum robot locked the Edit button after a few minutes.
Rewriting the Rewrite suggestion
Rewrite suggestion:
Section title: Simulation of MULTI-PART Clothing.
first line > A MULTI-PART cloth actor which consists of separate geometry parts.
Thread: VWD Tutorials | Forum: Virtual World Dynamics
Hi VWD... Here's more suggestions on documentation rewrite...
Page 10. Simulation of a Conforming Cloth
first line > A conforming cloth is a cloth which consists of several parts separated from each other.
By standard definition (as well as Daz3D lingo), a conforming CLOTHING is a clothing prop which is skinned to automatically conform to specific character figures/ rigs.
But that is clearly not what you're trying to communicate!
You're trying to convey the idea of unwelded multiple polymeshes in one single scene object.
Some, but not all Daz/Carrara conforming clothing products come with unwelded parts.
The fact that Poser conforming clothing tend to be broken up at the group seams, is a unique Poser phenomenon (and program flaw).
This means, the first two lines of Page 10 is highly ?????? to non-Poser users - even the experienced riggers, and brain scrambling to Daz-only users and beginners.
Rewrite suggestion:
Section title: Simulation of MULTI-PART Clothing.
first line > A MULTI-PART cloth actor which consists of several parts separated from each other.
Also, wording specificity is vital or it'll scrambled already-overtaxed readers who are mostly soft physics sim beginners:
Cloth = a piece of fabric, typically a 3D plane.
Daz/ Poser Cloth = modeled wardrobe object with arm holes etc; could be conforming, or prop object, or newly imported geometry/ OBJ/ FBX.
IMO, in this case, Clothing is a preferred term, just to differentiate from a plane shape fabric piece kind of 'cloth'.
Cloth actor = the soft participant of the current simulation session (as opposed to the Collision Actor, as opposed to general Clothing items).
IMO, SOFT actor is a better choice in VWD's case, which includes either Cloth actor or Hair actor, and previous session Soft actor in case of layered sim. Also for differentiation.
I understand some of these words/ labels are already concretised into the plugin UI...
Plugin UI labeling and documentation consistency need to be maintained.
Stiffness vs Softness. Stiffening vs Rigidification. All valid. But whichever the choice, need to stick to it throughout the documentation...
I think a Glossary on Page 2 or 3, before the step by step instruction, will make a huge difference.
The concept of UNImesh and Multi Polymesh need to be introduced upfront, especially in cloth sim for non-professionals. (also opportunity to highlight one of the main selling points of VWD)
Cheers
Thread: Errors And Potential Bugs: Please Post Errors In This Thread | Forum: Virtual World Dynamics
Thread: Errors And Potential Bugs: Please Post Errors In This Thread | Forum: Virtual World Dynamics
DaremoK3 posted at 6:17AM Fri, 09 September 2016 - #4282449
(operating system, processors, RAM, video, etc.).
Win7 64bit Xeon 5670, RAM=12, SSDs only. (GPU is low relevance in VWD sim but here it is Evga TITAN Kepler updated driver).
VWD Gerald and Philemot should have noted by now another user has just reported almost exact pattern I and others are experiencing. Consistency is good.
I shall give hotkey T a try next time I run some cloth sims. Cheers...
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Thread: New functions for VWD | Forum: Virtual World Dynamics