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Question I'm looking for clothing modeling experts to help resolve some issues I'm encountering in the process of porting HS2 clothing to VAM!

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I found a piece of clothing that I really like, but it's from HS2. I used Asset Studio to extract the model and fitted it onto DAZ's G2F.

I've encountered some problems:

1. The clothing involves some hard metal accessories. I need to simulate only gravity while ensuring the accessories themselves don't deform. But the SIM map currently seems to only distinguish between enabling simulation and disabling simulation. Enabling simulation can simulate gravity, but the hard accessories will also deform like soft cloth simulation; if simulation is not enabled, although it ensures the accessories don't deform, their positions won't change with the gravity simulation. Is there any other method to simulate only gravity for the accessories while ensuring they don't deform themselves?

2. The most important problem: after enabling simulation, the clothing (especially the chain decorations in the picture) will break into segments, as if no connection points were generated.

3. I'm using the model extracted with Asset Studio, but the textures are a bit messy and I haven't quite figured them out.

4. When the clothing is worn on a character in VAM with character deformation enabled, the endpoints of the parts where simulation is disabled will offset with the character deformation, causing exaggerated deformation and distortion.

5. After enabling physics for the simulation parts of the clothing, it shakes very exaggeratedly with the character's movements, almost no stiffness, and adjusting the stiffness in the custom panel has no effect.

6. Since it's clothing transplanted from HS2, it doesn't fit well on DAZ's G2F. I only know the basics of Blender and can only use the sculpt function to fix it bit by bit, the effect is still poor, and if I'm not careful, it deforms...

These are the current problems. I hope to find a patient master to guide me, and also welcome fellow newbies like me to exchange and discuss~~

c18466ccbcb04b1fa16a3cba47cf8309.png

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The clothing you selected is too complex for VAM. Regarding the issue where all components separate after the simulation is activated, you need to connect them in Blender by merging vertices—this is the same as with any clothing simulation software. Secondly, the sim map is not only used to control whether the simulation is turned on or off; it can also control different simulation intensities through varying color brightness levels. Finally, clothing deformation is almost irreparable in VAM.
https://hub.virtamate.com/resources/a-guide-for-sim-textures.28569/
 
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Clothing CANNOT do hard surface. There's a wild tutorial explained by mopedlamp around, but the overall process is time consuming.

For anything that looks like bracelets or tiaras that are hard surface (ie: do not deform), I recommend using CUAs instead. For anything hard surface that should be in clothes, you'll have to live with the deformation... or drop the idea.
 
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刷物理挺头疼的(特别的费时间)
关于物理方面我个人会使用SP,反复用透明度去测试模拟效果
硬表面就没有不变形的,想要尽量避免的话,我的方法是对模型进行细分,尽量贴合G2(但保持一些距离)
 
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