PrabhatM wrote "For some reason, I can not view your youtube link. It is saying the video is not available."
I'm not sure if this problem simply relates to the link itself but if so you can always search for the name of the video clip which I also provided: DAZ to iClone 6 Tutorial - Softh Cloth for DAZ characters.
PrabhatM also wrote "Please refer to the screenprint given by Duchess110 in this thread. This shows how to activate the COLLUSION around the body parts. You don't have to apply Rigid body Physics. Just activate the COLLUSION around the body shape. You may even adjust the IMPACT AREA around the body parts by adjusting the shapes."
As I wrote earlier: "
I know that it is possible to assign Collision Shapes to each body part individually and though this is a crude solution it works to some extent, though the shapes are very simple and can never match the shape of the character mesh itself.Furthermore, if this is the correct way of dealing with this issue then I would expect that the video presenter would have spared 30 seconds out of the near 18 minutes to mention this. He does not mention this at all. My conclusion is that in the video the character mesh itself is acting as the rigid body with collision physics."
Rampa wrote "Here is the manual page. Further links into more detail if you scroll all the way down.
http://manual.reallusion.com/iClone_6/ENU/Pro_6.0/20_Physics/Physics_Settings_for_Characters.htm"
Rampa, please see my previous comments about Collision Shapes. Further when I followed your link I read the following:
"Apply a standard character. By default, there are already collision shapes attached to it."
Firstly, the collision shapes applied to the standard character in the manual seem to be much more precisely molded to the characters body shape than the simple capsule, sphere and box that the user is able to attach. Secondly, I am not using a standard character, such as Heidi. I am using a non-standard character, namely DAZ genesis 2 female. If it is the intention of Reallusion that the user must apply Collision Shapes to non-standard characters (to prevent the characters own clothing falling through them) themselves then I would think that they would actually mention it somewhere, especially in a video called DAZ to iClone 6 Tutorial - Softh Cloth for DAZ characters.
As far as I can see the use of Collision Shapes is to allow a character to interact with props in the environment (as illustrated in the manual link provided by Rampa). The link does not illustrate the use of Collision Shapes to prevent a characters own clothing falling through the character mesh. Furthermore, as I suggested earlier, if this was the case then I would expect the presenter of the video, DAZ to iClone 6 Tutorial - Softh Cloth for DAZ characters, to have mentioned this fact but he does not!
Unless, someone can state definitively that they know for certain that the application of Collision Shapes (capsule, sphere, box) is the correct and intended way of preventing a character's own clothing from passing through that character mesh, then I continue to state that there must be a way to get the character mesh to act as the rigid body as is apparently the case in the video DAZ to iClone 6 Tutorial - Softh Cloth for DAZ characters.
I just don't know how!
I am grateful for your suggestions but so far I have not found anything that works in the same way as shown in the video.
Edited
9 Years Ago by
isaac3d