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Virtual World Dynamics F.A.Q (Last Updated: 2024 Apr 09 3:54 pm)




Subject: Animation Explosion


ebergerly ( ) posted Wed, 17 February 2021 at 6:09 PM ยท edited Sat, 13 April 2024 at 3:21 AM

Also, I've never done animations in VWD until recently, and with all but the smallest meshes I get an explosion that looks like the attached. However, the static simulation is fine, and the mesh I'm using is very clean and even quads. I've tried cranking down the collision distance, and gave it 150 frames of animation, but even with different meshes I get the attached explosion. Strangely, they always look the same. Any ideas? Thanks! Explosion.JPG


ebergerly ( ) posted Fri, 19 February 2021 at 12:52 PM

OK, I think I got if figured... Read the documentation. It says to use the Assistants in setting up the sim, and that worked great. I love this software.


ebergerly ( ) posted Sat, 27 February 2021 at 2:13 PM

Weird. It seems like this is a visual artifact of some sort in the VWD preview window, and the simulation is actually working under that weird exploded mesh. At least that's what I found after removing the Smoothing Modifier from the base G3 character (DAZ Studio). I saw in the manual that the Smoothing Modifier can cause havoc, and finally realized that not only the cloth can't have it but also the collision object needs it removed.

I let it run for 150 frames, and although much of the preview was blocked by the exploded mesh I could see a simulation going on underneath. And it successfully sent the animation to the host at the end.

Weird. And I guess support for this wonderful product isn't what it used to be? I really hope the authors of this wonderful software have great success with it, it's an amazing piece of software.


ebergerly ( ) posted Sat, 27 February 2021 at 2:31 PM

Okay, I tried it with a base G3 figure with only some morphs applied as in the original character and it works fine. I'm guessing there was some part of my character that I added that caused it to go crazy. Now I just need to figure what it was. Maybe some fingernails or some other hi res morph or something...


ebergerly ( ) posted Sat, 27 February 2021 at 3:03 PM

Yeah, I think it's the fingernails I added. Those things have to be one of the worst things I've ever bought for G3 characters. Difficult to figure out how to use them, and now this. I removed them and it works fine. I thought it was due to my scaling/shrinking the cloth mesh too much, but as best as I can figure it was the fingernails.

Thought it seems strange that a piece of fitted "clothing" would cause a problem. Anyway, lesson learned. Remove ALL smoothing modifiers and get rid of fingernails.


ebergerly ( ) posted Sat, 27 February 2021 at 3:58 PM

Also, apparently you have to make certain that you don't "dual define" any vertices. For example, if I define a few vertices as "nail to collision", then select ALL vertices, including the nailed vertices, and make them scaled, KABOOM !!!


VirtualWorldDynamics ( ) posted Wed, 03 March 2021 at 3:50 PM

Hello ebergerly,

Excuse me I had some problems and I was not able to reply to you.

The image you sent here could correspond to a simulation where these is a difference in vertices number between the original mesh and the mesh used in the simulation. This can occur if you applied a geograph to your character. Once again, Daz Studio does not export the same vertices count by script and by export. A OBJ file will have the correct vertices. It is the this reason I added a button named "Record by OBJ" in the Collision Tab. Using this box, the mesh exportation will by made by OBJ files. This method takes more time but it will resolve this issue. If this issue is not linked to a geograph, could you show an image of the scene?

About your latest question, when you apply functions in the program, remember many functions will generate springs. If the springs created by two functions make opposite forces, the simulation will unstable and the simulation will crash. If you apply a nail to collision which try to keep a distance between the character and the outfit and then apply a scale on the same vertices, there is no solution. The simulation will explode. If you want to apply these two functions, keep a distance between the vertices used by each function. Please, tell me if my explanations are not clear enough.

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ebergerly ( ) posted Thu, 04 March 2021 at 6:08 AM

Thanks so much for the response. Hope all is well with you. Your software is amazing !!!

I think I've narrowed down my explosion issues to some rigged fingernails for the G3 character I'm using. I purchased them in the DAZ store years ago. For some reason, if I first remove them from the character before doing a VWD animation simulation it works fine. But with them fitted to the character the explosion always occurs.

Regarding the geograft, I don't even know what that is, so I doubt I applied it to my G3. Unless some morphs I purchased have it...

Anyway, what I usually do is make OBJ files for my clothing in Blender and export them to DAZ and VWD to perform simulations. And generally the simulations work fine. I've figured out the correct mesh density and how to make the mesh uniform in Blender, so I usually get some great simulations.

Thanks for the help !


Leonides02 ( ) posted Sun, 28 March 2021 at 6:09 PM ยท edited Sun, 28 March 2021 at 6:09 PM

VirtualWorldDynamics posted at 5:52PM Sun, 28 March 2021 - #4414203

Hello ebergerly,

Excuse me I had some problems and I was not able to reply to you.

The image you sent here could correspond to a simulation where these is a difference in vertices number between the original mesh and the mesh used in the simulation. This can occur if you applied a geograph to your character. Once again, Daz Studio does not export the same vertices count by script and by export. A OBJ file will have the correct vertices. It is the this reason I added a button named "Record by OBJ" in the Collision Tab. Using this box, the mesh exportation will by made by OBJ files. This method takes more time but it will resolve this issue. If this issue is not linked to a geograph, could you show an image of the scene?

About your latest question, when you apply functions in the program, remember many functions will generate springs. If the springs created by two functions make opposite forces, the simulation will unstable and the simulation will crash. If you apply a nail to collision which try to keep a distance between the character and the outfit and then apply a scale on the same vertices, there is no solution. The simulation will explode. If you want to apply these two functions, keep a distance between the vertices used by each function. Please, tell me if my explanations are not clear enough.

Hm. This is a new issue I'm having, as well. My character is 8.1, but she doesn't have any geographs. Yet she is still exploding! This seems to be happening when I add in another collision item.

The OBJ workaround works, but is much slower. :-(


Leonides02 ( ) posted Sun, 28 March 2021 at 7:45 PM

I found the source of the issue: I'd "hidden" my character's legs.


IAmHereForPornos ( ) posted Sun, 04 April 2021 at 10:23 PM

Leonides02 posted at 10:22PM Sun, 04 April 2021 - #4415773

I found the source of the issue: I'd "hidden" my character's legs.

Was that it? I'm having the same problem where I'm doing dynamic simulation with only my g8.1 and some random cloth and the 8.1 explodes no matter what I'm doing.


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