theFoils - Wraps9 for GF9 Copyright (C) 2024 by Pushee-Ri All rights reserved ------------------------------------------------------------------------------------------------------------- MANUAL FOR THE X WRAPPER OBJECT ------------------------------------------------------------------------------------------------------------- The "X Wrapper" is a dForce object that you can position around a model and that clings closely to the model during the simulation. Although you can use this object on its own, I strongly suggest using it only as an additional layer together with the regular TF objects. This manual shows you the most important steps and gives you a few tips. WHITE PLASTIC INSTEAD OF TRANSPARENT FILM When you load the X Wrapper object, it is not transparent, but is loaded with an opaque material reminiscent of white plastic. This material helps you to position the object and can be replaced later. SIMULATION: SETUP, START and CLEAR If you have never or very rarely used dForce Simulation, here is a short guide: Switch to the "Simulation Settings" pane (which is usually located on the left side of the screen). Check if "Initialization" ➔ "Start Bones From Memorized Pose" is set to "off". Later, when you have done your first tests, you can set this switch to "on". The simulation will then run differently and may produce interesting new results. But be careful! If this switch is set to "on", the simulation time will be considerably longer. Locate the blue "Simulate" button in the "Simulation Settings" pane and click it to start the simulation. Not satisfied with the result of the simulation? Then use the "Clear" button, which you can find below the blue "Simulate" button, to reset the simulation. POSITIONING - the TST method If you want to waste time and nerves, you can of course try to position the X Wrapper in the perspective view. However, don't be surprised if the positioning looks perfect from one angle ... and leads to screaming fits as soon as you rotate the view. It's better to spare your nerves (and vocal chords) and use the "TST" method right from the start. "TST" stands for "Top (view) - Side (view) - Toggle" and means: Start the positioning in the "Top" view and move the X Wrapper until you are happy with the position. Then switch to a "Side" view and position the object there too. You can fine-tune the positioning by switching between "Top" and "Side" view. SCALING, MORPHING and DISTANCES The goal is to position the X Wrapper as close as possible around the model. This is not always easy - but try anyway. If the distance is too big, the object will look "baggy" after the simulation. In addition to the normal scaling methods (Scale, Scale X, Scale Y, etc), the X Wrapper object has some morphs, which you can find under Parameters -> Morphs. With these morphs you can, among other things, change the shape of the object a little, make it slightly smaller or larger at the top/bottom - or set "anchors" (see below) that prevent the object from becoming too narrow during the simulation. For example, you can use the conical morphs to simulate the object around bent elbows or knees. Just give it a try. OVERLAPS? WELCOME! Normally, overlaps / intersections are not desirable - but we can make an exception for the wraps. The foil material of the objects is very patient (and sometimes even creates beautiful effects) when it comes to overlaps / poke throughs. In addition, overlaps / intersections help to prevent the object from shrinking too much during the simulation. The two morphs "Anchor Bottom" and "Anchor Top" are a good example of this. With these morphs, you narrow the top/bottom edge of the object until it "cuts" into the model. You can use this deliberate (!) overlap to control the behaviour of the object during the simulation. Try it out: position the X wrapper around the centre torso of your model, scale the object until it fits and then run a simulation WITHOUT the anchor morphs and another simulation WITH the morphs. The differences are usually immense. POKE THROUGHS? WELCOME ... and sometimes not As mentioned above, the film material does not take offence at overlaps / poke throughs. However, if it does bother you, you can use the "Push Modifier" activated for the X Wrapper object to increase the spacing. With the X Wrapper object selected in the "Screen" pane switch to the "Parameters" pane. Use the Mesh Offset -> X Wrapper Push slider, and increase the value slightly (0.1 steps are a good starting point). See what happens, but also keep an eye on the entire object, as the push modifier affects the entire X Wrapper. PARENTING As a prop, the X Wrapper is not linked / parented to anything (not even to the model). This means that if you move the model after the simulation, the X Wrapper remains where it was positioned/simulated. You have to "parent" the object to the model - but that's easy: Right-click on the X Wrapper in the "Scene" pane, select "Change TF X Wrapper Parent ..." from the popup menu and select your model (usually located at the beginning of the listed nodes). That's it - now you can move your model together with the X Wrapper. SIMULATE MORE THAN ONE OBJECT There are 2 ways to simulate multiple dForce objects: 1) Simultaneous If you have a powerful PC, this is the easiest and safest method. However, the time required to complete the simulation(s) increases dramatically. And if you don't like one of the simulated objects and want to reposition it, the only way to do this is to reset all (!) dForce objects ... and the time drama starts all over again. 2) Fiddly with a high error potential Simulate the first X wrapper (you can hide all other X wrappers that you have already positioned). When you are satisfied with the simulation result, you need to "freeze" the simulated object: With the X Wrapper selected in the "Scene" pane, switch to the "Parameters" pane and switch General ➔ Simulation ➔ Freeze Simulation from "Off" to "On". IMPORTANT: From now on you cannot use the regular buttons "Simulate" and "Clear", otherwise the simulated first object will be destroyed / reset (even if it is freezed). Second / Third etc object: In the "Scene" pane, use the CTRL key to select both - the second / third / etc. object and the model. Now use the "Burger" icon (to the left of the "Simulate" button) to open a context menu and click on "Simulate Selected". If you want to "Clear" the simulation of the second / third / etc. object, open the "Burger" menu and select dForce ➔ Clear all non-Frozen objects. When you are satisfied with the simulation result of the second / third / etc. object, "freeze" it like explained above. Use the steps described, including the "Burger" menu, until you have simulated all the desired X wrappers. 3) Does not work due to DAZ bugs You may have heard that you can export and re-import simulated objects and thus simulate several objects in succession? Unfortunately, in our case this does not work at all due to a huge DAZ bug (and there are many of them!). Reason: if a scene contains several objects with the same material group (several normal TF objects and the X Wrapper for example), the material group of the exported object is renamed during export - for whatever stupid reason. BUT ... if a material group is renamend, one can not apply an existing material preset to it. Foolish - but that's the DAZ reality if you delve a little deeper. DON'T FORGET The result of a simulation is only valid for the pose with which it was simulated. This means that you can no longer change the pose without destroying the simulated object. YOU CAN'T DO EVERYTHING ... If you're dreaming of wrapping your model like the turkey from last Thanksgiving: forget about it! The DAZ 3D cloth simulation - and dForce is nothing else - has its limits (and many of them). You will therefore have to rethink many of your ideas and be open to unexpected results. But this is not necessarily a mistake (in my opinion). ... BUT YOU CAN DO MANY THINGS By coming to terms with the limitations of the DAZ simulation and integrating them into your scene idea, you will be able to achieve fantastic results. Below I give a few general tips. GENERAL TIPS ON DFORCE / SIMULATING OBJECTS * Take your time Admittedly, I sometimes find it difficult to take my time with a scene when the next one is already on my mind. But that is the wrong way to go. The more time you want to "save", the worse you will judge the scene setup / render result of your "savings" later on. You've probably thought "Wow - what a great 3D art work" when looking at a picture. In most cases, this "Wow" comes not only from the model and clothing used (or lack thereof), but from the time the 3D artist has put into the scene, lighting, arrangement, etc. So - take your time, experiment and try to get the best out of the available resources - then you will eventually say "Wow - what a great 3D art work ... and I created it". * Act like a film director When people fight in movies, no one really gets punched (except when Will Smith is in the movie). The impression of a brawl is only created by the right camera position. Same goes for the set up of a 3D scene. In some situations a simulation produces a good side and a bad side (with errors etc). But all this is completely irrelevant. As long as you decide on a camera position before setting up a scene, it doesn't matter if there are pink elephants, little green men or whatever outside the camera angle: the only thing that matters is what the camera sees * Let yourself surprise dForce objects may not be precisely controllable ... but that's exactly what makes it so appealing. Instead of fiddling with poses and positions: Just load your favorite pose, use the morphs and be amazed by the simulated result. * Have fun I have to admit that sometimes fiddling with the positioning of dForce objets or fine-tuning the Simulation Behavior settings can be quite annoying. If this happens to you, take a deep breath, have a nice cup of tea, and remember that the only reason to use my projects is to have fun.