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The lightbulb is very under-appreciated IMHO. It's really useful, especially when you can select surrounding items you want to include in its 'glow but want the rest of the scene to be darker.' For uni-directional stuff I tend to use the spotlight. Silene
i cant remember which cloth setting makes it not stretch and the collision distance trick for non poke-thru
default rubber settings wasnt it
thinking, can set highlight color with multiply, confusing it with poser blender
think these are all the possibilities
a few more properties, not sure these apply softbody per se, ? might be for particles like bouncy balls or lead bullets.
Misty, are you tackling softbody physics next? You are my hero (heroine). There should be two older threads in which several people reported quite a few tests of various settings and modifier combinations. In general, the softbody physics gave the best results in speed and fluidity when a softbody object collided aginst another softbody object. The worst results came when a softbody object collided against a rigged keyframe-motioned figure. The most recent line of experimets that I remember involved creating a softbody-attach envelope to surround a rigged keyframe-motioned figure if it was animated. In any case, there were several "best practices" posts detailing recommended softbody settings. Will see if the threads can be tracked down.
Here is one of the threads. I'm afraid that it is not until about the middle of the thread that it gets narrowed down to recommended settings. If he still lurks about, Jonstark might chime in with information on combining softbody attach skirts with dynamic hair for a relatively fluid animation. Or maybe Stringtheory can identify the recommended settings as he did much of the innovation.
https://www.daz3d.com/forums/discussion/49954/animated-dynamic-clothing-technique-proof-of-concept/p1
Starting at this post is a test I did with Aiko 3 with a low poly dress made to collide against a an underarmor softbody attach suit, with the Aiko 3 figure's collisions set to OFF. Has som settings that worked, although still a little stiff at that point. Stringtheory had much better settings if I remember correctly.
https://www.daz3d.com/forums/discussion/comment/757931/#Comment_757931
And this was a mid-experiment updatepost with links to some other helpful posts.
I realize there are a lot of posts to go through (which is good), but I've tred to gather some of the key ones that discuss parameter settings and similar specifics. Might help people catch up. Just a couple of notes on the underarmor.
- Stringtheory has a nice overview of the concept with a screenshot of the soft body and soft body attach menus.
http://www.daz3d.com/forums/discussion/49954/P15/#732510
- Stringtheory demonstrates an animation showing a loose flowing skirt reacting when a single limb is moved here.
http://www.daz3d.com/forums/discussion/49954/P45/#733596
- Stringtheory provides one example of numerical settings for underarmor soft body. It includes stiffness, bending, self collision (note, I turn it off), and for the softbody. It also includes simulation accuracy and geometric fidelity settings in the scene tab. See here
http://www.daz3d.com/forums/discussion/49954/P45/#733622
- Stringtheory has a discussion of adjusting settings such as stiffness and bending here
http://www.daz3d.com/forums/discussion/49954/P60/#734245
- Marcus Severus discusses alternative settings for some of the parameters, and also some tips regarding the mesh of the draping object, here.
http://www.daz3d.com/forums/discussion/49954/P60/#734248
- Marcus Severus has a link to another thread (earlier) on softbody physics settings here.
http://www.daz3d.com/forums/discussion/37372
- with video example here
https://www.youtube.com/watch?v=7radMxgLA8Q&feature=youtu.be
- along with screenshots of the physics settings
http://www.daz3d.com/forums/discussion/37372/#550605
- a link to a PhilW low poly mesh for V4 that might be adapted for underarmor
http://www.daz3d.com/forums/discussion/49954/P150/#752578
- Dart with a screenshot of using select by : name : polygon
http://www.daz3d.com/forums/discussion/49954/P165/#752631
- Stringtheory with further updates and demonstrations regarding settings and much more
http://www.daz3d.com/forums/discussion/49954/P195/#753927
- Me with a screenshot of mutliple softbody attach areas for a single underarmor object dividied into separate bodypart meshes.
http://www.daz3d.com/forums/discussion/49954/P195/#758041
I'm not sure the gaps in the underarmor are necessary, but I think it is a good idea to have the underarmor in a single object. It might be convenient to have different meshes within the underamor, even if not necessary, because it is important to assign separate soft body attaches for each bone of the underlying figure. The separate meshes make selection and naming easier.
I have found that for me, it is easiest to match the underarmor parts to the figure bones if I have first named the vertexes of each portion of the underarmor to match its corresponding bone.
For example, if in the vertex modeler, I select the entire panel that corresponds to the right thigh, I then use Selection : Name : Vertices and then choose a name like Thigh Right. Then when I do the softbody attaches for the underarmor, it is relatively easy (but tedious) to use the vertex selection tab in the softbody tab rather than the paint tools. Make sure vertices are not assigned to more than one bone. Also make sure that you validate each softbody attach.
As PhilW has pointed out, you don't necessarily need to model your own underarmor panels because you can always just use the obj for a low poly version of the figure (or the figure itself). Dart shows how to select by polygon group,and these figure objs already have the bodyparts grouped.
Hope this update helps bring more people up to speed and ready to experiment.
Sorry to keep spamming your thread. Last one. This post by Marcus Severus shows the concept.
https://www.daz3d.com/forums/discussion/comment/764977/#Comment_764977
and this video by Jonstark
Diomede... your wisdom and help will never be spam!! Silene
yup, cloth and hair studies.
Thanks for all the links, a bit of reading to catch up on.
anyone video the volume setting? think it was supposed to be for like pillows, or breasts mebbe.
manual says basically, no primitives, vertex obj against a vertex obj. guessing the more verts the merrier.
throwing the cornell dragon obj under the cloth increased the calculation time dramatically. eek
sometimes carrara doesn't want to close. most often seems when i'm in a hurry to close it. lol
woah, the dragon polygons = 871,306
but, verts = 435,545.
would think verts would be like 4 times the polygons?
edges = 1,306,959
Carrara cloth generally works fine when it is draping over a static object. The issue seems to come when the object is moving, particularly a boned object with moving limbs. Given that we have another plugin which we know works, I wouldn't put too much effort into trying to get Carrara soft body to act like dynamic cloth on a moving animated character - I have wasted more hours than I care to think about on that!
dance of the seven veils would be kewler with soft veils
At the risk of geting deleted , I can also report good results with the plugin that shall not be named. Note that I have not done any experimenting in the softbody physics threads I linked to above since the plugin that shall not be named became an option. But if you are going to experiment, I'm all for it! I would have said trying to get a Genesis 3 character to work in Carrara was a waste of time, and that worked.
I'll look forward to the video!
Voldemort!
test 1b, If voldemort is not moving, draping catches on voldemort's hands and feet
Misty, Does the dynamic cloth begin life as a vertex plane?
yup.
insert vertex, hit the plus + several times to sudivide.
then triangulated. was in the habit of triangulating for poser cloth room
thinking though, if it's verts hitting the verts as the trick, triangulating doesn't actually add verts, just an edge,
should prolly test that, does the cloth catch on edges ... doesn't seem to,
the fireplace in native objects comes with a floor, that floor is actually a couple of tris,
vertex cloth passed right through it
sinking forever, or 30 frames, whichever comes first lol
Try Tessalate mid edge to mid edge that will create a lot more polys and verts. Hope that works better... I'll be watching. :)
ooo this is pretty. fan veil dance
Have you seen me dancing my original choreography with veil?
...and next month's challenge is to produce an animated version of that dance! Great work.
Phil, thank you very much! I think that I lack animation skills for this kind of task.
I was only joking - although it would be fun to try just a small section of it.
If only a couple of steps and a couple of hands flapping...
Great job, Vyusur. In addition to cool art skills, you can add choreography and dance. Very impressive. Maybe a dance-themed challenge?
I am continually amazed at the variety of interests, backgrounds, and skills of the people frequenting the Carrara forum. Thanks for sharing.
totally awesomest ever!! omg, how many hours of practice went into that?
Regarding Carrara's soft body physics, I too spent way too much time trying to crack it and I made zillions of simulations in the process.
As Phil says, the simulation fails when it comes to animation. A falling cloth will drape very well against a static object. When the object moves, however, the cloth mesh will get mixed up with the object's mesh and the simulation will fail.
In the example you showed above, where the hands poked through the blanket, it may have been possible to attach spheres to the hands and make them invisible after the simulation. The fingertips mesh faces were too small but the faces of a sphere could be large enough to allow a collision.
Carrara's soft cloth, though limited is actually very good for blankets, flags, etc.
You can even make respectable clothing. In the threads above, I showed clothing being made from the simplest flared cylinders with shoulder straps. The simulation causes the cylinder to collapse around the figure and drape into folds and creases. Once exported as an object, there is a good starting-point for making good garments. The simulations can be saved as objects and turned into morphs.
Gravity can be set to x, y or z. This means that a cloth can drape a figure as though blown against it by the wind.
For store-bought items and mesh hair-pieces, physics is undoubtedly best achieved with a plugin not sold by DAZ.
But Carrara's physics is well worth using in some ways.
what about, like, replicating a figure carrying a flag with a directional force pointing at it?
I haven't much knowledge of directional forces, unfortunately.
When I was trying out physics I was new to most of Carrara, even though I had owned free versions from magazines for a while beforehand.
I made a number of dire videos to show what I had managed to do. There are three which are supposed to be tutorials but are probably only if you are really keen to see what someone with only half a clue had to say. I need to search for the one with gravity blowing from the side.
Here is one showing the kind of clothing that is hardly modelled at all but looks somewhat OK due to physics draping:
https://www.youtube.com/watch?v=pcQewwMXv78