>add clothing item
>it freaks out and clips through the model
>make adjustments to pose so it will stop clipping
>make adjustments to morphs so it will stop clipping
>gradually ease everything back to the way it was so clothing sim can adjust with it
>clothing sim is following nicely
>finally get it looking good and proper
>accidentally nudge person atom control
>complete sim explosion, back to square one
>mfw
So yeah. This is a thing that I realized could probably be done when I was messing around with clothing vertex positions in the ZipUnzipIt test.
What does it do?
SimSetter saves the exact position and shape of a sim clothing item and can then restore it to that position and shape. This is good for scenarios where the clothing sim gets reset, such as certain physics and collider changes within the scene, or even just on scene load.
How do I use it?
Use whatever means are available to you to manipulate the sim clothing item into the shape you want, be it cloth grab spheres or physics interactions or pose and morph changes. Once the clothing is positioned and set to the desired state, select the clothing item in the plugin's UI and press (or trigger) the "Save Sim" option. The text box on the right of the plugin UI should confirm the clothing item's vertices were saved. Pressing or triggering the "Set Sim" option will then set all of the clothing item's vertices back to the positions they were saved in.
Any examples of what kind of things would be worth saving?
Sure!
- If you have some morphs or poses which cause the clothing item to clip into the model when reset, e.g. certain tops might be too wide at the armpits and clip through the arms
- If you have the character interacting with their clothing item in some way, e.g. hooking their finger around a strap and pulling, putting their hand into their waitband, etc.
- If there are other physics objects causing the clothing to deform, e.g. something tucked under a shirt
- If the clothing is being worn in a nonstandard manner, e.g. panties that are being pulled off and are only around one leg
Limitations:
This plugin should be able to account for atom root position and rotation changes, but cannot account for atom scale or pose changes. Only one clothing item and one saved set of vertices per instance of the plugin. No presets, due to how transient the usefulness of a saved sim shape would be. This plugin does not fully freeze a sim clothing item into a predetermined shape; the sim remains active after the vertex positions are set.
How does it work behind the scenes?
"Save Sim" takes the position values of each vertex of the selected clothing item, subtracts out the person atom root's current position and rotation, and then saves them to an array. "Set Sim" will take that saved data, add the atom root's current position and rotation, then set each clothing vertex to that position. The setting happens over a couple of physics frames due to the fact that the clothing sim's acceleration needs to be disabled as it's set, and then re-enabled after, otherwise it reacts violently.
Hope its niche purpose is handy, and that it doesn't break anything.
>it freaks out and clips through the model
>make adjustments to pose so it will stop clipping
>make adjustments to morphs so it will stop clipping
>gradually ease everything back to the way it was so clothing sim can adjust with it
>clothing sim is following nicely
>finally get it looking good and proper
>accidentally nudge person atom control
>complete sim explosion, back to square one
>mfw
So yeah. This is a thing that I realized could probably be done when I was messing around with clothing vertex positions in the ZipUnzipIt test.
What does it do?
SimSetter saves the exact position and shape of a sim clothing item and can then restore it to that position and shape. This is good for scenarios where the clothing sim gets reset, such as certain physics and collider changes within the scene, or even just on scene load.
How do I use it?
Use whatever means are available to you to manipulate the sim clothing item into the shape you want, be it cloth grab spheres or physics interactions or pose and morph changes. Once the clothing is positioned and set to the desired state, select the clothing item in the plugin's UI and press (or trigger) the "Save Sim" option. The text box on the right of the plugin UI should confirm the clothing item's vertices were saved. Pressing or triggering the "Set Sim" option will then set all of the clothing item's vertices back to the positions they were saved in.
Any examples of what kind of things would be worth saving?
Sure!
- If you have some morphs or poses which cause the clothing item to clip into the model when reset, e.g. certain tops might be too wide at the armpits and clip through the arms
- If you have the character interacting with their clothing item in some way, e.g. hooking their finger around a strap and pulling, putting their hand into their waitband, etc.
- If there are other physics objects causing the clothing to deform, e.g. something tucked under a shirt
- If the clothing is being worn in a nonstandard manner, e.g. panties that are being pulled off and are only around one leg
Limitations:
This plugin should be able to account for atom root position and rotation changes, but cannot account for atom scale or pose changes. Only one clothing item and one saved set of vertices per instance of the plugin. No presets, due to how transient the usefulness of a saved sim shape would be. This plugin does not fully freeze a sim clothing item into a predetermined shape; the sim remains active after the vertex positions are set.
How does it work behind the scenes?
"Save Sim" takes the position values of each vertex of the selected clothing item, subtracts out the person atom root's current position and rotation, and then saves them to an array. "Set Sim" will take that saved data, add the atom root's current position and rotation, then set each clothing vertex to that position. The setting happens over a couple of physics frames due to the fact that the clothing sim's acceleration needs to be disabled as it's set, and then re-enabled after, otherwise it reacts violently.
Hope its niche purpose is handy, and that it doesn't break anything.