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Welcome to the Poser 12 - Feature Requests Forum

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(Last Updated: 2023 Sep 06 11:53 am)

Would you like to tell the Poser 12 Development team something you would like to see added to Poser 12? Or a tool that already exist be improved upon? Tell us here!


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Subject: Prevent Intersection and issues with double fabric for Dynamic Clothes


HWW0 ( ) posted Mon, 22 February 2021 at 8:08 AM · edited Tue, 12 March 2024 at 12:04 PM

Hello,

Not sure if this has been posted before, or if it has already been sorted out ( if yes please, any instructions will be much appreciated).

I would love to be able to create dynamic clothes with double garments on them, like pockets, or other harder details, double dresses etc. Poser's Cloth room and simulation does not like those things at all, not yet at least. :) So far we always try to find a way around to make it happen, mostly with separate garments, that we have to simulate separately on top of the others and that's not the solution for most of the designs.

Just a suggestion :) It will definitely open the gates for unlimited choices for the Dynamic clothing in Poser

Thank you very much,

HWWO


FVerbaas ( ) posted Sun, 07 March 2021 at 4:24 PM
Forum Coordinator

Define these details as soft or hard decorations. For soft decorations best results can be expected when the verices are paired, so detail vertices have a clear 'guide' vertex in the dynamic group they can follow. There are no collision computations for decorations, so poke-thru may occur when the garment surface and the detail surface are close to each-other.


HWW0 ( ) posted Mon, 08 March 2021 at 8:58 AM

Hello @FVerbaas,

Thank you for your response. I am trying to understand better what you mean and if this can really be done with clothes/fabrics that have only one side. In this case, which is how we usually make dynamic clothes (myself and ShaaraMuse3D), selecting vertices as soft decorated, it's not really doable, because there is only one side and this side is all the vertices that consist the fabric. No double sides to select for instance the exterior and make it soft-decorated. If this is what you mean.

I am not sure how deep you want to go in figuring this out, given how the cloth room works for now, but this brainstorming, I was hoping to be resolved by the program and not having to spend so much time trying to figure it out myself. :) A step further into a user's friendly solution.

I am glad though to give you a simple example on how trying to figure it out with soft-decorating parts etc, many times, it is not a solution. A simple collar on a shirt, for example if it is open and goes on top of the rest of the shirt it will collide and get inside the other fabric. Unless, as you said, and it is not certain that this will work, the collar has double fabric, where one side will be soft-decorated.

In a few words, all this configuration, I wish we did not have to go through. I am not a programmer and I am not complaining, it is simply a well-meant suggestion, only to inspire for further growth, cause I really love to play in Poser and make some more advanced clothes from time to time :)

Thank you again for your response, I will remember to use your suggestion, in the future, if I need to.


FVerbaas ( ) posted Mon, 08 March 2021 at 12:44 PM
Forum Coordinator

OK I see there was a misunderstanding. I had read your question as to refer to pockets that locally are extra layers on the main panels of fabric. Sorry about that. Yes an example may be helpful.

Yes I thought you were referring to double-sided parts.

The Poser cloth sim has a 'self collision' option but edge collisions are ever a problem. The algorithms used to detect collisions work on the basis of an 'outside' (the direction that normals point to) and an 'inside' on the opposite side. Around edges of course 'outside' and 'inside' seamlessly merge and the situation is less clear.

Poser uses a 'collision distance' for the outside of the collision object and a 'collision depth' for the inside of same. Normals should be consistent. The 'forbidden zone' therefore spans the sum of the two. If the distance between the vertices of the fabric is so large that two vertices connected by the same edge can sit on opposite sides of the forbidden zone, that is a stable situation. It sometimes helps to make free edges in a higher resolution or to increase the collision distance and the colision depth.

Also keep in mind that dynamic clothing is a simulation of a physical system that aims to minimize the amount of energy it contains. A vertex in 'forbiden space' gets 'penalty energy' as an incentive to get rid of that energy in the next time step. If the fit of the garment is too tight, the penalty may not be sufficient to move the vertex. In dynamics, collision is not an abolute thing. Fit is important.


HWW0 ( ) posted Fri, 12 March 2021 at 9:23 AM

I see, the trick with the free edges could work well in some cases. Thank you FVerbaas very much for your responds. You gave me some more hints to be able to work around with the system if I need. I will still keep an eye for more updates on this area in Poser :)

Have a nice day!


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