Yes, using the timeline to make the clothing fit is a good solution, you can also use a pose at the last frame along with pushing the figure morphs to 100%. It works well
Yes, using the timeline to make the clothing fit is a good solution, you can also use a pose at the last frame along with pushing the figure morphs to 100%. It works well
Oh no my bad, what I meant by 100% was not the litteral max of the morph. But more like set your character morphs at the final values you want (your character is fully dialed in). Sorry about the confusion.
Also, you can set the final morphs values/pose you want at an earlier frame than the last one, and use the rest of the frames to let the clothing settle down. You can do that by extending the timeline (pose your character at frame 30, and add another 10-20 frames, so a total of 40-50 frames - longer simulation), or just use a frame in the middle (between 10 and 20, I use frame 15 usually) out of a total of 30 (faster simulations).
In that video, the chest is not a dforce one, the clothes are. What happens is that the chest "grows" into the clothing, as the chest morph is dialed in during the simulation (when using the timeline option). It pushes the clothing and makes it drape in a more natural way. The clothing is what is simulated, while the chest follows the morph values.
As for dForce chests, it's a different thing, since it's the chest that is simulated. But here are a couple of presets:
In that video, the chest is not a dforce one, the clothes are. What happens is that the chest "grows" into the clothing, as the chest morph is dialed in during the simulation (when using the timeline option). It pushes the clothing and makes it drape in a more natural way. The clothing is what is simulated, the chest follows the morph values.
As for dForce chests, it's a different thing, since it's the chest that is simulated. But here are a couple of presets:
I’ve played around with it a bit, it seems to work best on full tops without deep plunges as the animation causes the boobs to push the material aside to have them fully exposed. If that’s what you’re going for, then problem solved!
Still trying to figure out how to make it not push the material to the side.
Quick options would be to increase the Friction for example, making the cloth "stick" to the skin more and not slide easily.
Another one would be to lower the Dynamic Strenght, making it less "sensitive" to the simulation.
Another kind-of tricky option would be to make the Contraction-Expansion Ratio higher than 100%, meaning the cloth will expand (a lower value than 100% will make it shrink). If you use this option, don't go too far with the values, because it doesn't need much, values between 90%-110% work, if you go beyond +/-10% the simulation may fail. Usually +/-5% is safe.
Hmm, what else, the other options in the simulation section could help, but these three are the ones with the most direct effect on your problem. So you can try a mix of these three settings, for example, a slightly increased Friction (by 0.1), a slightly reduced Dynamic Strenght (by 0.2) and a slightly increased (or decreased) Contraction-Expansion Ratio (by +/-2.5%).
From there, it's trial and error untill you get the result you want.
The more complicated way would be to change the dforce modifier weight node (or create one), and "paint" parts of the clothing item that you want or do not want to be affected by the simulation.
Edit: some clothing items have more than one surface, like the one in the screenshot, and most of them have the exact same simulation parameters (not all, but most items). In that case (same simulation parameters), just change all the surfaces' simulation parameters. Either indiviually, or click on the item name in the surface pane ("Big SwtrZ RdNeck" in the screenshot), and scroll down in the list of parameters on the right side of the pane untill you start seeing the simulation parameters. There will be a number between parentheses (2 in this case), that's just the number of surfaces the item has with those parameters. If you see a parameter value set to a question mark "<?>" that means the surfaces have different values for that parameter (Bend Damping in the screenshot).
Quick options would be to increase the Friction for example, making the cloth "stick" to the skin more and not slide easily.
Another one would be to lower the Dynamic Strenght, making it less "sensitive" to the simulation.
Another kind-of tricky option would be to make the Contraction-Expansion Ratio higher than 100%, meaning the cloth will expand (a lower value than 100% will make it shrink). If you use this option, don't go too far with the values, because it doesn't need much, values between 90%-110% work, if you go beyond +/-10% the simulation may fail. Usually +/-5% is safe.
Hmm, what else, the other options in the simulation section could help, but these three are the ones with the most direct effect on your problem. So you can try a mix of these three settings, for example, a slightly increased Friction (by 0.1), a slightly reduced Dynamic Strenght (by 0.2) and a slightly increased (or decreased) Contraction-Expansion Ratio (by +/-2.5%).
From there, it's trial and error untill you get the result you want.
The more complicated way would be to change the dforce modifier weight node (or create one), and "paint" parts of the clothing item that you want or do not want to be affected by the simulation.
Edit: some clothing items have more than one surface, like the one in the screenshot, and most of them have the exact same simulation parameters (not all, but most items). In that case (same simulation parameters), just change all the surfaces' simulation parameters. Either indiviually, or click on the item name in the surface pane ("Big SwtrZ RdNeck" in the screenshot), and scroll down in the list of parameters on the right side of the pane untill you start seeing the simulation parameters. There will be a number between parentheses (2 in this case), that's just the number of surfaces the item has with those parameters. If you see a parameter value set to a question mark "<?>" that means the surfaces have different values for that parameter (Bend Damping in the screenshot).