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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 24 6:22 pm)



Subject: Cloth Room collision problem


VolcanicMink ( ) posted Wed, 02 July 2014 at 11:31 PM · edited Wed, 31 July 2024 at 11:05 PM

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When I run a simulation adding a shirt over the pants, the shirt is not recognizing the pants properly. In Sim. Settings I have checked "cloth self-collision", and in Collide Against I selected Michael and the pants, and used .5 for "collision offset". At zero, the shirt has plenty of room between it and the pants.

Am I missing something in the Cloth settings or is there a modeling problem? There are no hems or thickness to the shirt yet, as I'm keeping it simple until I get this figured out.

PP12, modeling in Silo2.


piersyf ( ) posted Thu, 03 July 2014 at 12:45 AM

Several things I've noticed about the cloth room in Poser that might be worth testing for;

depending on the system capacity, poser occasionally selects the bits of the simulation it will run. One option (although you shouldn't have to) is assign separate simulation runs to the two objects. Do it once for Michael (only select the areas the shirt actually touches to save resources), then do a second simulation just for the pants. On the second run it should include the first sim.

Secondly, with intersections, I have found it useful to run the sim for 10 to 15 frames beyond the pose. This gives time for the simulation to 'push' the object to where it should be (sometimes). Basically what I mean is, start pose at zero, move to pose at frame 30, but have the timeline and length of sim set at 45 frames. Micahel stops moving at frame 30, sim keeps going another 15 frames. Lets the cloth 'settle'.

Worst case, Poser just doesn't see the pants (although if they are working against Micahel, that won't be it). I have a commercial product, a morphing sofa, that is completely invisible in the cloth room. I have no idea why.


aRtBee ( ) posted Thu, 03 July 2014 at 1:41 AM

just some first, quick observations (no Poser at hand at the moment):

 - cloth sim does no recognize displacement maps. So when the wrinkles in the pants are made that way, the cloth needs more room to move

 - collision offset and depth are measured in mm (millimeters). So .5 is not very much. You do need to set depth appropriately as well.

 - the sim is sensitive to the speed of movement in any animation, used to get your character posed. Note that 1 second takes 30 frames. Some people make their character move from standing up to seated down in 1 frame, so their butt moves 40 cm in 1/30 of a second, that's 12 m/s, with sudden start and stop, while wearing tight leather pants. If you can't make the move in real life, then you can't make it in cloth room either.

 - self-collision manages collision of shirt vs itself, there hardly will be any in your case. But you definitely do the two other options.

 - you might consider more (=smaller) steps-per-frame.

Generally, http://www.book.artbeeweb.nl/?book=cloth-room holds my cloth room tuts.

Let's hear if anything of this makes sense, so we can help you further.

best regards, have fun.

- - - - - 

Usually I'm wrong. But to be effective and efficient, I don't need to be correct or accurate.

visit www.aRtBeeWeb.nl (works) or Missing Manuals (tutorials & reviews) - both need an update though


VolcanicMink ( ) posted Thu, 03 July 2014 at 8:02 PM

Thank you, piersf.

The pants and shirt were done separately, and I've tried doing shirt first and pants first. The results are actually a bit different, but neither acceptable.

I will try increasing the number of frames.

 

Thank you, aRtBee.

The wrinkles in the pants were created by clothifying the pants first. I thought that including the pants in the Collisions would take care of that.

Your descriptions of collision offset and simulation "speed" were very helpful. The "real-life" explanations are much easier for me to work with.

Off I go now. I believe I have some work to do..


aRtBee ( ) posted Fri, 04 July 2014 at 2:03 AM

yeah, as the pants affect the shirt but the shirt will not affect the pants, you can do the sim for the pants first (ignoring the shirt), then run the sim for the shirt while having the pants as collision target. Just like you did.

Perhaps the sim just nees more steps per frame, or perhaps the shirt isn't wide enough to make it all around the hips including the wrinkles. Sometimes just watching the animation frame by frame reveals the problem. Note indeed that Cloth Room makes real-life sims based on real-life parameters, so the cloth behaves like real stuff in real time.

We're thinking with you...

- - - - - 

Usually I'm wrong. But to be effective and efficient, I don't need to be correct or accurate.

visit www.aRtBeeWeb.nl (works) or Missing Manuals (tutorials & reviews) - both need an update though


VolcanicMink ( ) posted Fri, 04 July 2014 at 4:42 PM

Thank you! I increased the number of frames for the cloth to settle, and increased the steps/frame from 2 to 8. I reset the Collision offset to 1.5. It looks a lot better. The shirt is still catching on his left side, but it's definitely better.


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