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How can I make garments collide with trim?

  • geordie コメントアクション パーマリンク

    I too have had issues with this. I would like to know what the answer is. 

  • Marvelous Designer Team COMMUNITY MANAGER コメントアクション パーマリンク

    Here is a link to the manual https://marvelousdesigner.zendesk.com/hc/en-us/articles/4406632098969-OBJ-Trim-Properties 

     

    To have Trim collision: toggle on or off it MUST NOT be attached to anything. then you can attach it after you have turned it on or off. We are working on improving the feature and know a few existing bugs but follow the information in the manual and you can use that option with trims

    to "unglue" from the garment to toggle this option: right click the trim and choose "UNGLUE" to bring back that dialogue box. 

  • geordie コメントアクション パーマリンク

    So it is not possible to have a dangling solid rigid pieces collide with the cloth?  How can one make something solid/rigid (i.e. medallion or jewelry) that can collide with the cloth? 

  • Marvelous Designer Team COMMUNITY MANAGER コメントアクション パーマリンク

    @... read the manual I linked above. It is possible in V11 +, you must glue the imported trim AFTER you have turned on collision. This only works with files that are imported AS a "trim" type in the import options. no matter what you do it MUST be "glued" to one garment. I do not know if you could say, do a string of curtain rings that hold eachother up like a daisy chain, you would have to test that.

     

  • geordie コメントアクション パーマリンク

    This workflow is silly. I do hope it gets fixed soon. Okay. I'll give it a shot. Thanks. 

  • fncifani コメントアクション パーマリンク

    Hi, thanks for the reply.
    The documentation you pointed to states that the collider checkbox "only enables or disables the Collision of detached trim."

    So, am I right to assume that glued trims cannot collide?

  • Marvelous Designer Team COMMUNITY MANAGER コメントアクション パーマリンク

    @... glued trim CAN collide only IF collission is toggled ON before you glue it. Think of it as you are stuck with your choice of "yes or no" collission once you glue it on ("unglue" removes the trim from the piece and turns on the toggle option again, but it moves in 3D space so your positioning is lost).  I hope that makes more sense. 

  • geordie コメントアクション パーマリンク

    Can you create an example vidcap or something because I have found that it does not work in the non-gpu solvers. 

     

  • Marvelous Designer Team COMMUNITY MANAGER コメントアクション パーマリンク

    Unfortunately, There is a bug that the collision is missing when its "glued" but collision works when its not glued. Which is why it is not working for you. Thank you for sharing so that we were able to find the bug, I will report it to the team. 

  • fncifani コメントアクション パーマリンク

    Ok, I'm glad we found the issue :)

    When can we expect a fix to this?
    Is there any temporary workaround?

  • geordie コメントアクション パーマリンク

    I have made a flat layered version of my 3d trim object (think rectangular medallion on a necklace) and made a few copies above and below to give it volume. I tweaked each layer until it kinda matched the overall object volume but as slices. I sewed the pieces together at the edges then selected the faces with the lasso select, right-clicked and selected solidify. I made the fabric Leather to keep it stiffer. This created a sort of layered cake version of a rigid object. It is tedious, but it works okay. 

  • fncifani コメントアクション パーマリンク

    Unfortunately, that is not a viable solution in my case due to the complexity of the trim's geometry.

    When can we expect a fix?

  • fncifani コメントアクション パーマリンク

    Hi again, I would really like to use this feature in one of my projects, would you be so kind as to let us know when we can expect a fix?

  • Marvelous Designer Team COMMUNITY MANAGER コメントアクション パーマリンク

    Unfortunately, I do not have a timeline to provide you; we submitted the bug that same day and we know that the dev team is on it. Other than that, even I have no other information at this time. 

  • arkbound コメントアクション パーマリンク

    Hopefully the MD team can make a proper solution for this, but until then try this workaround.

    Instead of using trims, you can import OBJs as avatars, and set the skin offset to zero. 

    The Avatar will not simulate obviously, but it works well for things such as buckles.