Werner Ziemerink
Nevermind. I found a workaround.
If anyone is interested...
- Export just first frame of your character mesh as obj or alembic.
- Use this static mesh as the collider and append a point SOP after the file node.
- Use the alembic sequence as the second input of the point SOP and set the expression to $TX2 $TY2 and $TZ2
Done!
Thanks mandrake. I will have a look and let you know if it works.
Hello, I am quite late to the party but I have I think a similar issue.
I drapped some kind of dress around a Mixamo model. It works fine but then, when I start my sim and my model starts walking, the dress doesn't collide at all. I realised it was because I edited the model and the topology is changing every frame. I mean the points of the model are changing each frame. The mesh isn't really static. I guess it happened because I inflated some body parts with VDBs and now the arms are merging with the hips as the model is walking, but I want to keep that effect.
So I thought that was the cause of my collisions problems. I tried with a normal Mixamo sequence and I didn't have any issues. So It definitely is because of the changing topology of my model.
It seems that the solution would be to convert my walking model into a collision VDB object (correct me if I am wrong) and do this in DOPS, import the drape as vellum source. But it still doesn't work
My static object in DOPS (my walking model) is set to:
- use deforming geometry
- create active object (tried both on and off)
- collisions detection set to volume (I also tried surface)
- Volume sample mode
It is not working. The cloth is kind of colliding, but intersect with my model and it is really jittery.
I have increased substeps with no change.
Any clues?? I tried what you said with the Point SOP, but my mesh doesn't move after putting this expression in it.
Thanks a lot