Dforce weight map - masked surfaces don't move with parent - resolved

Masking an area with the weight map tool does keep the bits you dont want to slide down the figure while allowing the rest to drape. However there is a bit of "but" here - the masked surfaces keep their position in space where what I think should happen is that they keep their position in space relative to the figure being dressed.
The attached is a simple test, genesis bent back and slightly twisted at chest level with a raised leg. THe masked portion of the dress is in exactly the same position as the zeroed pose while the rest drapes quite nicely.
Has anyone else noticed this / found a solution / am i doing something stupid?
Thanks


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Post edited by Wouldhe on
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The vertices that are assigned an influence weight of 0 should maintain their respective rigged positions; i.e., behave like traditionally rigged clothing. The vertices that are assigned an influence weight of 100 should be fully simulated. The values greater than 0 but less than 100 use an algorithm to apply some ratio of both. If an object is not rigged (a prop), its state at 0 is that of a static prop; it has no bones, no weight mapping, etc, to modify the mesh.
That is what I'd expect but isn't what is actually happening. The dress is fitted to genesis at 0 on the time line, the pose at 30 seconds. At this point the chest area of the dress and the rest lookes like a normal rigged item. When the simulation is run the dress and figure revert to the zero position and it progresses along the time line but only the areas with influence move with the genesis figure (see screenshot). Clearing the simulation reverts back to the rigged pose (i.e chest area bent and twisted to retain its fit) and no draping.
Using a single frame and no memorised position seems like a option but very limited.
4.10.0.107 (General Release) or 4.10.0.113 (Public Build)?
I believe it's the general release but away from my system right now - if so, trying the later public build might be worth a shot..
For what it's worth...
I get exactly the same issue with the newer public build.
A workable solution is to pose the character at position zero to get the excluded area in the right position and then zeroise the areas that need draping, re-apply the full pose at the end of the annimation time line and then run the simulation. Messy but workable.
To confirm that the excluded area is fixed in 3D space (rather than relative to the hip for example) , I did an x translation of the model at the end of the simulation. This caused the system to crash as it was trying to keep the excluded area in place while trying to drape the dynamic parts against the new position in space occupied by the genesis figure.
Is the outfit actually fitted to the figure?
Yes, actually fitted - follows the figure pose at the start and end frame (unsimulated) and only when running the simulation do I get the odd behaviour. Both items where this occurred had elements that had to be hidden from the simulation to prevent explosions (the straps on the dress in this case). I just tried it on an item with no hidden elements and that one worked just fine.
are you sure that you are painting the "dForce Simulation::Influence Weights" on the dress, not the rigging weight maps?
The problem is definitely down to turning 'Visible in Simulation' off on one or more surfaces - when painted out instead no problems.
Does this still happen in the latest Public Build (Beta)?
It's the same in both versions but I've marked it resolved in the subject line. I had got the impression that making some surfaces invisible to the simulation is needed to prevent explosions but just painting out with the weight brush tool does the job.