Softcloth pass through


https://forum.reallusion.com/Topic237816.aspx
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By isaac3d - 9 Years Ago
I'm sorry if you get this kind of question regularly, but I have been having a lot of problems with this. I have watched several videos on this topic (several times) and for the presenter its always click click click and perfect results! Unfortunately I don't know if my problems are lack of skill and experience or if there is a setting somewhere which needs to be switched on or off and I have yet to find it.

In the attached picture you can see genesis 2 female with a dress from DAZ3d. I have highlighted what I think are the important check boxes in red. I have also indicated that I have selected the general cloth properties. I have applied a weight map that I made myself in photoshop. As you can see, the lower part of the dress (where the weight map is white) passes through the figures legs.
It was my understanding that the weight map affected the physical properties of the softcloth (elasticity, mass etc) not the collision properties. Is that correct?
If I dial the brightness of the weight map down until it is very dark grey then the pass though is less. That seems to suggest that the weight map is affecting the collision. If that is so, how is it possible to get a very soft cloth that does pass through the figures body? I know that it is possible to add Collision Shapes to a figure. Is that the answer? I surely hope not. I hope that the mesh of the figure itself can be used as the rigid body.
Any advice would be welcome.

.https://forum.reallusion.com/uploads/images/94a1c534-1a47-4f6a-85a7-0c10.png
By prabhatM - 9 Years Ago
I think you already have figured it out.
The avatar mesh could be used as a rigid body. I had seen a tutorial where one could set the collusion margin aroud the avatar body parts.
By planetstardragon - 9 Years Ago
Ok,  prabbhat,  i do enjoy watching you offer support.  but you don't use iclone to make movies,  you don't own the software,  you even criticize it regularly,  yet you watch tutorials and offer support ?

Don't get me wrong,  I don't want to stop you from being friendly and helpful,  but I'm counting this experience along with supernatural phenomenon I've experienced in life that I simply lack any regular normal explanation.   I've never seen ANYONE offer support on software they criticize, do not use, or do not own - so this seems worthy of scientific and psychological analysis.   Again,  not criticizing,  I'm just fascinated at this level of je ne sais quoi. 
By isaac3d - 9 Years Ago
So guys, was that a yes or a no?

Is the figure mesh itself the rigid body? Am I missing a check box somewhere? Or do I have to use Collision Shapes? (The official tutorials don't show this when importing genesis2, so I hope not.)

By planetstardragon - 9 Years Ago
I don't know if you've seen this tutorial,  also,  it should be noted that the weight maps can be quite sensitive,  a small difference in shade of your weight map gradient can make a huge difference in the performance.    So it might just be a matter of spending a little more time and getting familiar with the settings and their relative sensitivities to subtle value changes.  Kinda like jumping in that sportscar that goes from zero to 90 at the slightest touch of the gas pedal.

There is also the point of monitoring your work in "Frame by Frame" mode as opposed to real time,  real time isn't accurate physics real time calculation - frame by frame gives the cpu time to do better calculations -  this can be misleading when trying to do weight maps in the wrong mode -  you only watch real time after baking a motion rendered frame by frame - otherwise understand that the Un-baked real time is a very rough calculation made in brevity to allow for real time playback,.

By duchess110 - 9 Years Ago
Hi I did not sit and watch the 17 minute video but this is something that you need to activate for Collision Shapes
Along the top toolbar you will see Modify Select  - then select collision shape.
You will then get the pop up with the shapes that you need to activate.
https://forum.reallusion.com/uploads/images/e6afabab-7fb9-4d06-ad39-49b6.jpg

Perhaps this is the cause of your body break through.

By prabhatM - 9 Years Ago
planetstardragon (6/1/2015)
Ok,  prabbhat,  i do enjoy watching you offer support.  but you don't use iclone to make movies,  you don't own the software,  you even criticize it regularly,  yet you watch tutorials and offer support ?

Don't get me wrong,  I don't want to stop you from being friendly and helpful,  but I'm counting this experience along with supernatural phenomenon I've experienced in life that I simply lack any regular normal explanation.   I've never seen ANYONE offer support on software they criticize, do not use, or do not own - so this seems worthy of scientific and psychological analysis.   Again,  not criticizing,  I'm just fascinated at this level of je ne sais quoi. 



What is there to be surprised? I have a particular need. Iclone does not offer me that at this moment. I have expressed that many times. That is why it is not in my workflow. But it is pretty close to becoming one. 

I am fascinated by RL and iclone as a product. I have even tried to analyse a hypothetical situation......., if I were to run this company then how would I develop this product in future! I am always reading thousands of  things on my tablet. On my tablet I am always either reading or writing. Participating in a forum discussion is a kind of relief.. Iclone forum is always on . Anything on daz and iclone I am always absorbing. And things that I read or watch more or less stay with me.

Now coming back to helping people......it is a natural habit. It is not to show off knowledge...it's about challenging oneself...can I solve this problem....?.....it's about problem solving....keeping one's mind active and fertile.

I am also reading a lot about unreal engine these days. It will be part of my future workflow. Soon you will see me offering suggestions on this engine. I always try to understand the whole thing before I sit down to work. Because when I work, I dont read or watch any references. I stay focussed on my work. 
Only when somebody understands a product inside out, he can innovate his workflow.

By the way, I have interest in politics, defence, economy, technology in general, human behavior, innovations,music. And I keep participating in the discussions whenever and wherever I can. So please dont be surprised by these small little  things.

It is as simple as that. 
By isaac3d - 9 Years Ago
Thanks for the replies.
I have studied the video DAZ to iClone 6 Tutorial - Softh Cloth for DAZ characters (https://www.youtube.com/watch?v=tmbLlulalbk) very many times
The video does NOT address the issue as far as I understand.
The video starts with a character with clothing which does not fall through the character mesh. For my character that happens whether the character is standing still or moving (it is not an issue of Realtime or By Frame, I have tried both!).
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.
My question is ...... HOW do I apply the rigid body physics to the characters body mesh?
As you can see from the picture I attached, I have checked just about every box I can which relates to rigid bodies and collision. Since it still does not work, I am assuming that I am missing something... the question is .... WHAT?







By prabhatM - 9 Years Ago
isaac3d (6/3/2015)
Thanks for the replies.
I have studied the video DAZ to iClone 6 Tutorial - Softh Cloth for DAZ characters (https://www.youtube.com/watch?v=tmbLlulalbk) very many times
The video does NOT address the issue as far as I understand.
The video starts with a character with clothing which does not fall through the character mesh. For my character that happens whether the character is standing still or moving (it is not an issue of Realtime or By Frame, I have tried both!).
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.
My question is ...... HOW do I apply the rigid body physics to the characters body mesh?
As you can see from the picture I attached, I have checked just about every box I can which relates to rigid bodies and collision. Since it still does not work, I am assuming that I am missing something... the question is .... WHAT?










For some reason, I can not view your youtube link. It is saying the video is not available. So I have no way to know which tutorial you are watching.

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.

At this moment I am having problem with Youtube videos. You may not check all CHECKBOXES. Kindly check this video https://www.youtube.com/watch?v=nek-bFtpoMs and refer to Duchess110's Post. As I understand, you have to select COLLUSION ON/OFF then select a body part and  CHECK the checkbox next to "Activate the Selected Part"

PS : Whenever we deal with a new software it's easy to ignore some info. Please have patience. Check the Softcloth tutorial(s) by RL and Duchess's Post. I am sure you will find the solution.

By Rampa - 9 Years Ago
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

Pressing "F1" in iClone brings up the help, or just google it real quick to find any info you need.
By primaveranz - 9 Years Ago
prabhatM (6/3/2015)... As I understand, you have to select COLLUSION ON/OFF then select a body part and CHECK the checkbox next to "Activate the Selected Part"

I think you only use the "COLLUSION" setting for avatars representing FIFA bosses. Otherwise just use the "COLLISION" ones Wink
By prabhatM - 9 Years Ago
primaveranz (6/3/2015)
prabhatM (6/3/2015)... As I understand, you have to select COLLUSION ON/OFF then select a body part and CHECK the checkbox next to "Activate the Selected Part"

I think you only use the "COLLUSION" setting for avatars representing FIFA bosses. Otherwise just use the "COLLISION" ones Wink


I am extremely sorry for that.

Also allow me to enjoy the Topical humour in it. Smile

By isaac3d - 9 Years Ago
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.



By Rampa - 9 Years Ago
Hi Isaac3D,

It is indeed the correct way! Smile When you add a shape, it will be a small sphere by default. It can be changed to a cube or capsule as well. If you look in the panel, you'll see that there are options for adding and removing extra shapes per body part. The sphere can only be scaled, but the other shapes can scale along separate dimensions.

It's worth studying the existing G6 and G5 implementations to get an idea of using them. It's a pretty flexible system.

They do deflect the cloth layer of any avatar.

I believe Kai did not put the physics in that particular video because it is not really a character conversion feature, but a feature you use for any character within iClone. That is, it is not specific to any character, standard or otherwise.
By planetstardragon - 9 Years Ago
as i had mentioned in my post earlier,  the physics cloth settings are important on the prop itself as well -  i was getting a lot of meshbreaks in my first attemptsl,  and that's when i realized how sensitive some of the settings can be,  to both the numbers and the gradients on the weightmap -  so I'm considering that you might be understanding the right thing,  but your settings need to be tweaked.     I did manage to get a few to work correctly,  but in all honesty I'll have to do it again to figure out what i changed - all I remember was saying "Really ?  was that it ?! "   when i found the right setting.
By isaac3d - 9 Years Ago
It seems I was wrong, the character mesh is not used for preventing clothing and hair from falling through the character. I received the following from Reallusion Support:

"If you want to stop hair and clothing passing through the body then you first need to setup collision detection using the "Collision Shape Editor" which can be selected from the Modify Panel.
By default our G6 characters Heidi and Mason come already setup for collision detection so you may like to use these as a reference when setting up your Daz Genesis characters."

I still feel that this SHOULD have been mentioned in one of the Reallusion tutorials dealing with the transfer/use of genesis 2 in iClone 6.
I hope this thread will serve to save some one else, who like me is new to iClone, a whole lot of trouble.
By mrbrush - 6 Years Ago
isaac3d.
I was having the exact same problems as you and tried everything without success. The only difference was that i was using a Daz genesis female 3 character. After exporting from Daz as FBx i opened up in CC pipeline and edited random things and then into iclone. Nothing worked so eventually i went back into the CC and clicked on "transfer skin weights" then exported again to iclone and suddenly i worked. Btw in Daz i made sure to increase the collision iterations to 100% which will be located in your parameters section once you select you clothing item or whatever. I hope this might work for you.