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Carrara F.A.Q (Last Updated: 2024 Jun 05 3:36 am)

 

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Subject: what are the rules for soft boy collisions and soft body attached


MistyLaraCarrara ( ) posted Thu, 10 June 2021 at 1:22 AM · edited Sat, 15 June 2024 at 6:19 AM

i remember reading dyn hair works better if a helmet over the head is used for collisions.

looking at how best to use dforce clothes. like making the floaty bits softbody attached to like the shoulder straps or something.

i remember doing a lot of experiments but the arms would go straight thru the draping simulations.

i dont have the vwd, does it help with dforce clothes?

experimenting discovered blowing pointforce at softcloth doesnt last to the last frame. i ended up moving the blower a keyframe to make it keep simulating.

i see older youtubes on softcloth demos, nothing recent.



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WendyLuvsCatz ( ) posted Thu, 10 June 2021 at 3:25 AM

Soft boys (you still got that on your mind ?)

they had some limited success with sleeves attached to body parts as colliders and soft body modifiers added but it was un-saveable if I recall, I did find it collides with morphing objects not bone rigged but very slow to simulate so a series of morphed poses may work.

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MistyLaraCarrara ( ) posted Mon, 14 June 2021 at 10:08 AM

softbody collisions needs verts?

is the verts colliding against verts?



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MistyLaraCarrara ( ) posted Mon, 14 June 2021 at 10:41 AM

my memory so bad.
forgot how to load an obj to morph in carrara.
its from spending too much time doing workarounds in ds.
really need to keep focused on carrara. dont have the mental capacity for 2 softwares.



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diomede ( ) posted Thu, 17 June 2021 at 11:46 AM

My memory is bad also. Here is what I think is true. Softbody interacting with primitives was fine. Softbody interacting with basic props was fine. Softbody interacting with another softbody was fine. However, Softbody interacting with a rigged object had calculation issues. When a softbody physics object interacted with a rigged posed or rigged animated figure, the calculation times were too taxing for someone like me and my computer at the time. I have since gotten a new computer and do wonder if softbody physics is wiorth revisiting, but the VWD plugin does most of what I would want.
Back in the day, folks like Marcus Severus were able to greatly reduce render times by creating a softbody envelope attached to the body parts of a rigged object. They then turned off collisions for the rigged object. The result was that the softbody cloth would interact with the softbody envelope, and those calculations usually went more quickly. The problem was getting the envelope to match the movements and pose of the rigged figure. The last I remember was an experiment with target helpers.


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