Can a figure have multiple collision items? Is there a way to emulate it if not?
Testing6790
Posts: 1,091
I have an issue where clothing doesn't fit quite as well as I'd like on a genesis character I made. say I have a shirt, a skirt and underwear.
the skirt clips with the underwear and the shirt. If I collide with the underwear problem is solved but the clipping with the shirt is still present. If I collide the shirt with the skirt I get an untucked look, but I want a "tucked in" look as well.
This is just an example, I have this issue in dozens of different ways so please refrain from just suggesting a different combination of single collisions
Comments
Unfortunately, Daz doesn't support multiple collision objects and I know of no way to emulate it aside from using morphs to move offending parts of the skirt or shirt out of the way. Dynamic clothing can collide with literally everything in a scene, but it requires a touch of animation to properly drape and a bit more processing time. It's also far more limited in scope, sadly.
The only way I know to emulate it would be to add some invisible geometry shells between layers, and have each item collide with the layer underneath.
Thanks guys, I feared as much. That's really the only thing I prefer from Poser was the dynamic cloth room for ~5 frame draping. Hopefully in the future I guess.
you probably already knew this, but just to throw in my 2 cents:
start from the innermost object and make every subsequent object collide with the one that precedes it in this ideal rank... so for the example you gave it would be
body
underwear
shirt
skirt
i guess you can achieve mostly what you need with this 'collision-chain' method. (I hope that if a collides with b and b collides with c, then a inherits the implicite collision of b and so is also kept from intersecting c... but that needs to be verified)
If I follow your concept, and a is "collided" with me to me on the outside of b and then c is applied over b and a there will still be poke-through.
The most obvious answer to my example would to be have no underwear and simply not render a shot where it would be visible, but, again, it's just an example.
I actually sell a product intended for colliding different clothing layers.
http://www.renderosity.com/mod/bcs/sickle-super-clip-fixer-genesis/93993
...wishlisted. Need to get the G2F Skirt utility first.
I was gonna chime in to suggest SY's Clip Fixer suit, but I see she already mentioned it. So in stead, let me say how positively invaluable the Clip Fixer suit is. I use it all the time. You can use any 'bodysuit' to achieve similar results, but the morphs in the Clip Fixer suit are MUCH better suited to pushing/pulling select areas out/in in a useful manner for avoiding clipping than any other bodysuit (including the DAZ SuperSuit) I've found.
Something I've done once or twice is export whichever objects I want my figure to collide as a single .obj then I just import the object in make the collision object invisible and set my figure to collide with the object.
For my example I made three spheres and moved them around then exported them... Behold Swiss Cheese Genesis!
P.S. You can also use the same method to fake self collision a bit, just hide everything but the part of the body you want to push the rest. It is really finicky however.
another good idea is to use the Genesis supersuit as it has parts you can morph out at different strengths all over the body
Greetings,
Can't you do the same thing with successive Geometry Shells?Fit the underwear to the body, create a geometry shell on top of that with a tiny mesh offset, fit the next layer of clothing to the shell, etc...?
I haven't explored geo shells deeply, so I may be talking out of my...hat, but as I understood it, that was similar to the problem they were to solve?
-- Morgan
[Edit: I think this is what @fixmypcmike above said, so hopefully it means I'm not a loony...at least w/r/t this.]
A Push modifier (Edit - Figure - Geometry - Apply Push Modifier) might come in handy in the these situations. It can be regulated from Parameters tab, General - Mesh Offset.
Hi Sickle Yeld. I know its anl older post, but Do you intend to convert that great Porduct to the Genesis2 Models? I would love to use that, as it seems to fix just what i have problems with. Or can i use the Autofit to fit it to G2 and make it work there then?
Fit the underwear to the body, create a geometry shell on top of that with a tiny mesh offset, fit the next layer of clothing to the shell, etc...?
I haven't explored geo shells deeply, so I may be talking out of my...hat, but as I understood it, that was similar to the problem they were to solve?
-- Morgan
[Edit: I think this is what @fixmypcmike above said, so hopefully it means I'm not a loony...at least w/r/t this.]
I've tested the geometry shells method: it also works to cover geografted parts as long as the shell was created after the graft was installed. Thus, more realistic males without so much, well, "gap-osis" in the fly, or other pokethrough elsewhere.
Hi Sickle Yeld. I know its anl older post, but Do you intend to convert that great Porduct to the Genesis2 Models? I would love to use that, as it seems to fix just what i have problems with. Or can i use the Autofit to fit it to G2 and make it work there then?
Actually Autofit should work.
There's not really any reason for me to redo it for G2. Unlike the Hat fixer (which I did a new G2 version of called Hat and Hair Helper), xenic101 has done a fantastic set of products that can be used for this exact thing, the Poke-Away 2 bundle: http://www.daz3d.com/poke-away2-for-genesis-2-bundle