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Virtual World Dynamics F.A.Q (Last Updated: 2024 Nov 05 5:11 am)




Subject: Ways to 'tuck in' a shirt?


erik-nl ( ) posted Thu, 15 June 2017 at 1:58 PM · edited Wed, 23 October 2024 at 8:00 PM

Hi all, Finally I've found a way to force a loose fitting shirt into a pair of pants on a figure. It is very likely there is an 'official' way to do it, but I couldn't figure out (yet) what that would be.

So after some catastrophic failures I tried inverting the normals on the pants before starting VWD, and it worked!

As if by magic the shirt jumped right into the space between the figure and the pants, and draped normally, yay! However, the shirt didn't 'blouse' or bulge over the pants as nicely as I had hoped, so there's still room for improvement.

Still, this method has some drawbacks (think of long sleeves getting sucked into the pants when they get near them in an animated sequence).

Anybody know of a better way? OptiTex_Jeans_Shirt_M4_G2F_VWD_01.jpg


erik-nl ( ) posted Fri, 16 June 2017 at 4:28 AM · edited Fri, 16 June 2017 at 4:30 AM

Here you can see just how nicely the shirt was 'sandwiched' between the figure and the trousers.

The top edge of the pants makes a nice impression in the shirt, but I would have liked the effect to be more pronounced.

(I didn't include the panties in the simulation, that's why they protrude a bit through the shirt)

OptiTex_Jeans_Shirt_M4_G2F_VWD_02.jpg

So here's yet another request for Gérald:

Could you please provide a way to choose an individual collision object we do NOT want selected cloth vertices to interact with?

As it is now we can select a collection of cloth vertices to not collide with ALL the collision objects in the simulation, but here, as an example, I wanted the sleeves to collide normally with the figure, but not with the trousers (because they got sucked into the gap between the trousers and the figure). This selection was not possible, as far as I could figure out.

I hope I was able to make myself sufficiently clear : )

Erik


Smaker1 ( ) posted Fri, 16 June 2017 at 4:45 AM

Hello Erik

great idea and result ! Some questions:

  • how did you inverted the normals : in DS4 ? Outside?
  • what's the process? you made first a simulation for the trousers? the shirt was already inside the trousers before starting the shirt simulation?

Thanks


erik-nl ( ) posted Fri, 16 June 2017 at 5:26 AM · edited Fri, 16 June 2017 at 5:28 AM

Hi Smaker,

I really was hoping someone would come up with a more elegant method than this, but it seems like there isn't any.

My first step was to make an animated simulation for the trousers on G2F in VWD.

Then I used the Geometry Editor in DAZ Studio to flip the normals of the VWD-trousers (in frame 1 of the animation).

Next step was an animated simulation of G2F + VWD-trousers as collision objects, and the shirt as cloth.

That went well, until the hands came too close to the hips, then the sleeves of the shirt got sucked off the arms by the pants.

So, I changed plan, and did a static T-pose drape of the shirt as cloth and G2F and VWD-trousers (with inverted normals) as collision objects.

With the shirt draped between the trousers and G2F in the T-pose I then did an animated simulation like before, but this time WITHOUT the pants.

For this step I nailed the shirt vertices that I could see were compressed by the pants in the static drape to G2F, so they would stay put during the animated simulation.

After this step I exported both the posed trousers and the shirt to ZBrush for some adjustments and repairs, and then rendered them in Octane (for DAZ Studio).

All in all a wee bit convoluted, so a simpler method would be very welcome!

Erik


VirtualWorldDynamics ( ) posted Sat, 17 June 2017 at 6:29 AM

Hello Erik, Hello Stef,

Excuse me to reply so late, I had to work outside.

The inversion of the normals could be a great idea. If it is interesting to you, I can include this function in the creation of a collision object.

I never done this test but I really want to work on this subject.

Personally, I thought to work like that :

  • make a first static simulation to make the bottom of the shirt very close to the character. Using a scale value.
  • Rename the shirt (_VWD to _NEW)
  • make a second simulation (Dynamic) of the shirt using a nail to collision on the bottom of the shirt. (the same selection as before).
  • make the last dynamic simulation using the character and the shirt as collision objects. (Think to remove the free edges to the collision vertices).

I will do some tests. Tell me if this solution seems correct to you.

Have a great day.

 Gérald

____________________________________________

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erik-nl ( ) posted Sat, 17 June 2017 at 8:16 AM · edited Sat, 17 June 2017 at 8:19 AM

Hi Gérald, Thanks for having a look at this.

I think I prefer my method, because there is no way to predict where the edges of the (in this case) pants will be after draping the shirt. So you cannot limit the 'cling film' effect to the shirt vertices that will be covered by the pants, and that, I think, is essential for a natural look.

Here's a render with the shirt compressed by a vest, using the same method of inverting the vest normals for the (static) simulation. I limited the interaction to the parts of the shirt that are covered by the vest by making the rest of the shirt vertices 'fixed' in VWD.

The result is not perfect yet, I still need to adjust the shape of vest for the pose, and I think I'd better do that in ZBrush, but it shows the pushing-in effect.

It occurred to me that from the start you must have only considered working with layers of clothing from the innermost layer stacking outward, and never from an outer layer pushing layers of clothing inwards. But that does happen often enough in real life (as I think my example shows) to make it a relevant work flow for VWD.

OptiTex_Jeans_Shirt_M4_G2F_VWD_03.jpg

Cheers!

Erik


Smaker1 ( ) posted Sun, 18 June 2017 at 4:45 AM

Hello

was thinking about: export trousers and shirt in a single object (I imagine than at zero pose, shirt and trouser are correct) , reimport and make the simulation with the new object.

I would also delete shirt vertices that I'm sure will be hiddden by the trouser


erik-nl ( ) posted Sun, 18 June 2017 at 2:50 PM · edited Sun, 18 June 2017 at 2:52 PM

@Smaker1: Did you try that method? You'd first have to get that shirt into the trousers. Getting the legs of a very loose fitting pair of pants into high (rubber) boots would be a similar case. You would want the trousers to 'billow' or bulge over the top of the boots, not stick like cling-film onto the legs of the figure wearing them.

Here's the same girl again, I adjusted the back of the vest and attempted to drape a camera strap in VWD.

Not particularly successful yet, but I think I may know a better way : )

OptiTex_Jeans_Shirt_M4_G2F_VWD_04.jpg


Smaker1 ( ) posted Sun, 18 June 2017 at 3:00 PM

No I didn't try. I was thinking that the shirt and pant were part of the same set


Writers_Block ( ) posted Thu, 22 June 2017 at 8:39 AM

Personally, simulate the jeans/skirt/etc first but have their collision distance higher than the shirt. Second the shirt, collision distance lower for the part of the shirt needed to behind the jeans etc; use a very soft transition from the part close to the rest of the shirt so it doesn't look 'odd'. Maybe also increase the size of the shirt that does not need to be behind the jeans/etc. This should allow the shirt to drop a little, looking more natural - maybe.


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