Forum: Virtual World Dynamics


Subject: Droopy collars and flaps

Rockadude opened this issue on Aug 05, 2020 ยท 12 posts


Rockadude posted Wed, 05 August 2020 at 4:51 PM

How can I make it so collars and flaps on clothing don't droop during sims? I tried making clothing stiff and those pieces rigid but no luck. Was trying to sim trenchcoat in this https://www.daz3d.com/dforce-giuro-vendetta-hd-for-genesis-8


VirtualWorldDynamics posted Thu, 06 August 2020 at 5:02 PM

Hello Rockadude,

If a part of the cloth dropp during the sims, it is because this part of the cloth is not tied to the other parts. If you only use the stiffening by extension, you can modify the stiffness of the cloth. This stiffness will be defined along the structure of the mesh. If you want to tie a part of the cloth to another part, you have to use the stiffening by neighborhood. Just select the vertices you want to tie and apply a stiffening by neighborhood.

I never tried to simulate an outfit like this one but the result should work. Did you do your tests using the assistants?

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Rockadude posted Fri, 07 August 2020 at 12:59 AM

I did tests using cloth assistant with 'very stiff' option selected, then under the forces and springs tab I tested with both vertices extension and vertices neighborhood options selected, with collar highlighted red, but trenchcoat came out looking like a bathrobe(Pic below). What settings and steps would you recommend for this to look more similar to promo pics? Been a while I been stuck in VWD as in past I've usually used it for hair or less complex clothing.

bathrobes.png


VirtualWorldDynamics posted Sat, 08 August 2020 at 3:03 PM

Hello,

I don't have any outfit like this one.

If you want I can do a test but I need the mesh of this coat. Can you export this mesh (just vertices and faces) no uvmap, no maps. So I cannot do anything else than doing a cloth simulation.

I am not used to do simulation on this kind of outfit. This will be a good test for me.

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Rockadude posted Sat, 08 August 2020 at 5:40 PM

Here you go. https://drive.google.com/file/d/14zk7lNtg3Djwcwf75737m-aWEeHcPeKZ/view?usp=sharing

Not sure how to correctly export clothing yet but should still load. I just removed all maps and clothing morphs.


VirtualWorldDynamics posted Sun, 09 August 2020 at 3:16 PM

Hello,

I will do a test tomorrow. About the export, I had thought to the exportation of the mesh in OBJ format with only the vertices and the faces. I will tell you if all works fine with your files.

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Rockadude posted Mon, 10 August 2020 at 5:00 AM

Alright, thanks.


VirtualWorldDynamics posted Mon, 10 August 2020 at 6:57 AM

Hello,

I have an issue with the files you sent me. The mesh does not appear, I only have bounding boxes in the Daz interface.

Please can you:

Then, you can send me the .OBJ file. I will do some tests and I will reply to you quickly.

Thank you

OBJ Export.png

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Rockadude posted Mon, 10 August 2020 at 5:56 PM

Sorry, here's the obj file. https://drive.google.com/file/d/1wWm92yA8dRNH4okmVQuxxP2QHZApX0Yg/view?usp=sharing


VirtualWorldDynamics posted Wed, 12 August 2020 at 3:34 PM

Hello,

Thank you for the OBJ file.

I made some tests and I really have difficulties to simulate the coat.

The full coat has been made using a double layer and VWD simulates this badly.

I want to do more testing to give you a definitive answer.

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Rockadude posted Wed, 12 August 2020 at 6:29 PM

Thanks, I guess I should wait on simulating double-layer clothing for now until hopefully, a solution is found. I have another question, I'm trying to understand what stiffening by neighborhood and stiffening by extension do and the difference. Stiffening by neighborhood only connects two highlighted pieces together if next to each other, correct? While stiffening by extension connects highlighted pieces outside highlighted area, if next to it?


VirtualWorldDynamics posted Thu, 13 August 2020 at 3:51 PM

The Stiffening by extension generates springs along the surface of the mesh. The value defined in the interface corresponds to the number of times the extension is done on the mesh for each vertex. This stiffening corresponds to the global stiffness of the clothe.

The stiffening by neighborhood generates springs around each vertex defined by a sphere. The value defined in the interface corresponds to the radius of this sphere. This stiffening allows to tie parts of the mesh which are in independent elements (not linked by the structure of the mesh). This allows to attach the buttons on the outfit.

For both stiffening methods, There is another value corresponding to the softness of the springs.

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