ClothesPhysicsManager 3.11
Calm physics, and fabric that lies on the skin
Version 3.11 addresses the bouncing issues reported after v3.7 and introduces improvements to make simulated fabric rest naturally against the body.
Bug Fixes: Eliminating Infinite Bouncing
Fixed: "With two carrier morphs, the breasts bounce forever." All three root causes have been resolved:
- Unsafe Carrier Morphs:
- Certain body morphs also alter bones (e.g., Hands Size, Neck Length, and most ... Length morphs). VaM re-attaches physics joints every time these change, causing the plugin to rapidly toggle carriers multiple times per second.
- Fix: The carrier lists now exclusively offer safe morphs (no bone formulas, no driving morphs, and no pose morphs). Scenes saved with unsafe carriers will automatically have them replaced.
- Shape Residue on Carrier Change:
- Swapping carriers could leave previous deformations baked into the character (e.g., a flattened chest until the scene was reloaded).
- Fix: Old carriers now have their content restored only after VaM has fully removed them.
- Contact Mode Flickering:
- The push direction for each point of the flesh was recalculated on every update, causing it to flip on the sides of dents. This made points jump back and forth, endlessly kicking VaM’s soft bodies and the resting fabric.
- Fix: The push direction is now locked in place as soon as a point starts moving.
New Features & Improvements
1. Smart Refresh
Every time the plugin rewrites its shape, VaM re-fits the breast and glute soft bodies. To optimize performance, the plugin now updates only when the shape has meaningfully changed:
- More than 5% of points moved by more than 2 mm, or
- One point moved by more than 2 cm.
Metric Version 3.7 Version 3.11 Writes per 6 seconds 45 3 Frames where breast soft body jumps > 8 mm 93% 1% Screen pixels changing between two frames (0.2s apart) 1.9% 0.13% 2. Optional Third Carrier
You can now use three carrier morphs: one preserves the base shape, while the other two handle small corrections.
- A third carrier is added automatically if an available one is found (ClothSqueeze3, then Forearms Size, then Shins Size).
- Alternatively, select it manually under SETUP → Carrier morph C.
3. Faithful Contact & Skin Hugging
Previously, VaM kept simulation particles about 1 cm away from invisible collision shapes, causing the flesh to dent to that same depth and creating a visible gap between the fabric and skin.
- Closer Contact: The skin now stops just under the drawn fabric (1.5 mm instead of 1 cm).
- Fabric Hug Mode: A new toggle in FIT gives each fabric particle its own dynamic collision thickness:
- Thinner where it floats above the skin, pulling it downward.
- Thicker where it would penetrate the skin, keeping it out at every step.
Metric Hug Off Hug On Fabric height above skin (resting particles) 9.5 mm 5.8 mm Fabric lying within -1 to +3 mm of the skin 5% 29% Particles > 1 mm under the skin 2.7% 0.4% Screenshot: Leotard showing hug mode off vs. on.
Limits of Hug Mode
- Collision Shape Limits: VaM's collision shapes sit at or outside the skin in certain areas, meaning fabric cannot come closer than ~5 mm there.
- Sink vs. Hug: With hug mode enabled, Sink per unit of fabric weight no longer dents the flesh (the fabric cannot go below VaM's collision shapes). Use hug for a close fit, or sink for a squeeze—do not combine them yet.
- Fine Details: Details smaller than the spacing between fabric particles (like nipples) can still poke through.
- Deep Creases: Thickened fabric may bridge deep creases, such as the area directly under the breasts.
Upgrading & Recommended Setup
- Quick Swap: Simply replace ClothesPhysicsManager.cs. Scenes saved in v3.7 will load as-is.
- Carrier Log Check: If a previous carrier moved bones, the plugin will replace it and log the change. Check your SETUP tab.
- Recommended Custom Carriers: Create three empty morphs named ClothSqueeze1, ClothSqueeze2, and ClothSqueeze3 in DAZ Studio for Genesis 2 Female, and export them to Custom/Atom/Person/Morphs/female.
- Optimal Close Fit Settings: Tick Fabric hugs the skin and set Sink per unit of fabric weight to 0.
Tips
- Preventing Slippage: If a tight simulated garment slides off the breasts or opens at a cut-out, your distance scale (CLOTH SIMULATION) is too low. A value around 0.87 worked well for the test leotard (values of 0.75–0.80 caused it to slip).
- Saving Settings: Changes made in CLOTH SIMULATION are not preserved by simply reloading a scene unless the scene has been explicitly saved. Remember to save once your garment looks correct.
ClothesPhysicsManager 3.7
The body finally reacts to its clothes in Virt-A-Mate.
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Me using the plugin:
Normally in VaM, clothes follow the body—but the body never reacts to the clothes. ClothesPhysicsManager fixes this by making flesh squeeze under tight clothing, indent under heavy fabrics, and bulge naturally around straps and edges.
Key Features
- Contact Mode (New): Free-floating, simulated cloth (like drapes, scarves, or towels) presses into the flesh where it actually lies, deepening as the fabric gets heavier and springing back when removed.
- Smart Tight Garments: Tight clothes flatten the skin along the body's natural curves instead of pinching inward. Includes realistic flesh bulging at the edges and multi-layer support.
- Targeted Soft Zones: Restrict all deformation strictly to soft areas (breasts, glutes, thighs, belly) so the rest of the body remains firm.
Quick Setup Guide
1. Installation & Plugin Setup
- Place ClothesPhysicsManager.cs into your VaM/Custom/Scripts/ directory.
- Select your Person atom, go to Plugins $\rightarrow$ Add Plugin, and choose the script.
- Open the plugin UI.
2. Configure Carrier Morphs (Required Once)
The plugin uses two existing morphs to process its body effects.
- Recommended: In DAZ Studio, create two empty Genesis 2 Female morphs named ClothSqueeze1 and ClothSqueeze2, then export them to Custom/Atom/Person/Morphs/female. The plugin detects them automatically.
- Quick Alternative: Go to the SETUP tab and select any two body morphs your character isn't actively using (e.g., Armpit Curve and Wrist Size).
Note: Two carrier morphs are required for dynamic contact, movement, and shape changes over time.How-To Recipes
Squeezing Tight Clothing (Bras, Tops, Leotards)
- Turn SQUEEZE to ON (Green).
- Check the box next to your garment in the list.
- Open FIT and increase Tightness (leave Auto fit enabled).
- Fine-tune depth in SHAPE and edge bulging in VOLUME.
Pressing Free Cloth (Scarves, Drapes, Towels)
- Ensure SETUP has two carrier morphs selected.
- Turn SQUEEZE to ON.
- Check the simulated garment in the list (marked with (sim)).
- Open FIT and check Follow the fabric where it really is (contact).
- Set Sink per unit of fabric weight to 0.01–0.03 and Smooth deformation to 0.03–0.04.
- To deepen the impression, increase weight inside the CLOTH SIMULATION tab.
Restricting Effects to Soft Areas Only
- Go to SOFT ZONES.
- Select a morph targeting a soft region (e.g., breasts, glutes, hips) under Soft zone morph and click Add soft zone. Repeat for each area.
- Enable Deform ONLY soft zones.
Settings Reference
Main Control Panel
Control Function Usage Tip SQUEEZE: ON / OFF Master toggle for all plugin effects. Turn OFF before removing the plugin to restore original morphs. Status Box Displays active garments, morph state, performance, and errors. Check here first if an effect isn't working as expected. Garment List Enables/disables physics per individual item. Simulated items are tagged with (sim). Refresh Garments Rescans character clothing. Click after changing outfit pieces. FIT Settings
Contact Mode (Simulated Fabric)
Setting Description Recommended Starting Value Sink per unit of fabric weight How deep the cloth presses per unit of weight. 0.01 – 0.03 m Reach of fabric on skin Lateral area affected by the cloth. 0.02 m Smooth deformation Blends sharp dips and spikes across the skin. 0.03 – 0.04 m Smooth over time Dampens jitter and high-frequency motion. 0.10 – 0.30 s Displaced flesh beside fabric Controls the rise/bulge around the dent. 0.50 – 1.00 Width of bulge Controls the spread of the side bulge. 0.02 – 0.03 m Tight Garment Mode
Setting Description Usage Tip Tightness Squeeze intensity. Can be keyframed via Timeline (Tightness <garment>). Auto fit Calculates tightness automatically based on character size vs. garment cut. Leave ON for natural results across different bodies. Anti-clip Offsets fabric away from compressed skin to prevent clipping. Increase slightly if skin pokes through the mesh. Additional Feature Tabs
- SHAPE & VOLUME: Control directional compression (Surface Normal vs Axis/Belt), maximum sink depth per axis, edge falloff, and edge flesh displacement.
- BODY: Exclude non-soft body parts (e.g., back or trap resistance) to keep structural areas rigid under pressure.
- MOTION: Add dynamic impact reactions so sudden movements temporarily compress the flesh harder.
- CLOTH SIMULATION: Adjust garment-level physics (weight, friction, stiffness) directly within the plugin. Tip: Increase drag to 0.3 to reduce unwanted fabric flutter.
- SOFT ZONES: Restrict all deformation to user-selected morph areas. Save/load presets across characters.
- SETUP: Manage carrier morph assignments, global depth limits, layering behavior, and refresh rates.
Troubleshooting
Issue Cause Solution Contact mode isn't working Missing carrier morphs. Select a second carrier morph in the SETUP tab. No deformation occurring Incomplete setup or soft zone restriction. Verify SQUEEZE is ON. If Deform ONLY soft zones is active, make sure at least one soft zone is added. Skin looks spiky or uneven High sink depth or low smoothing. Increase Smooth deformation or lower Sink per unit of fabric weight. Character appearance changed unexpectedly Active character morph was selected as a carrier. Choose two unused body morphs in SETUP. Fabric jittering or shaking Cloth physics instability. Increase garment drag in CLOTH SIMULATION and raise Smooth over time.