Is a “solid” floor possible?

SnowSultanSnowSultan Posts: 3,632
edited December 1969 in Daz Studio Discussion

Hi. Does anyone happen to know if there is a way to make a floor 'solid' so that a figure's foot or other objects would not be able to pass through it (for example, if you try to YTranslate a figure through the floor, the object just stops when it reaches the floor)? I used another program that allowed for a solid floor (can't remember what it was though), and was wondering if Studio has this feature and I just overlooked it.

Thanks in advance.

Comments

  • SimonJMSimonJM Posts: 5,997
    edited December 1969

    Sadly no, there is no full collision detection within Daz Studio. The best you can hope for is the use of Ctrl-D (move to 'floor') which may, at least, provide a starting point.

  • SnowSultanSnowSultan Posts: 3,632
    edited December 1969

    Thanks for answering. Yeah, I use Ctrl-D often, but I was kind of hoping for an automatic way to keep toes and heels from poking through the floor. Will just have to continue to add a plane and look beneath it every so often. ;)

    Thanks again.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    mcj has a 'Drop to' script that is a bit better than Ctrl-D...in that you can define both the dropping object and what it is being dropped onto.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,487
    edited December 1969

    iClone was prob what you were thinking of, it has foot collision.
    unfortunately BVH files I have exported from it using pipeline to not bring this keyframed over to studio etc.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    Basically, any program that has full collision support should be capable of doing a 'solid floor'...

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,487
    edited December 1969

    I have yet to acheive it in Carrara
    carrara has collision detection.
    at least not using applied bone animations on figures like aniblocks, poses, bvh
    though indeed should be possible
    it is on translated items such as cars using the follow the terrain plugin by sparrowhawk
    using tracking and target helpers on feet I can get them to track the floor but then the foot will not lift only slide.

  • KeryaKerya Posts: 10,943
    edited December 1969
  • areg5areg5 Posts: 617
    edited December 1969

    Is there any way to make surfaces hard? i.e., make the floor hard so objects could be more easily placed on it without going through it or floating over it. People with hard bodies so they could embrace and not have their hands go through the other person.

  • Richard HaseltineRichard Haseltine Posts: 102,258
    edited December 1969

    No, not at the moment (and any way, bodies aren't hard - they squish somewhat in most places). For placing items on a floor, as long as it isn't modelled as a unit with walls or the like, you can use the Align pane.

  • Richard HaseltineRichard Haseltine Posts: 102,258
    edited December 1969

    Hmm, and since two threads by different people on the same topic have appeared within a matter of hours I've merged them.

  • cm152335cm152335 Posts: 421
    edited December 1969

    in some case the "PIN" feature on foot help

    also
    in start of a scene adjust your caracthere in floor and use the MEMORISE POSE (selected)

    lock the "Y" before select ready pose

  • CMacksCMacks Posts: 202
    edited December 1969

    No, not at the moment (and any way, bodies aren't hard - they squish somewhat in most places). For placing items on a floor, as long as it isn't modelled as a unit with walls or the like, you can use the Align pane.

    Does one select, e.g., floor plane and V4, or should one select the shoes (or feet?). I just tried this a bit and couldn't quite get it to work.

  • Richard HaseltineRichard Haseltine Posts: 102,258
    edited December 1969

    Ah, shoes do complicate the issue. I would try aligning a null to the bottom of the shoes, then parenting the figure wearing the shoes to the null and finally aligning the null to the floor - two steps, but it should work (I think).

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