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Rigging clothing for Genesis (Learning)
Posted: 26 November 2012 07:39 PM   [ Ignore ]   [ # 16 ]
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File—Save As—Support Assets—Figure/Prop Assets.  Make sure you save it as yourscreenname/yourproduct and make a note of what you do choose, because that’s where the data files are that you need to go and copy for the release version.  Usually clothes are saved in My Library/People/Genesis/Clothing/YourName/YourItem, with a subfolder called Materials for your mats.


The release version needs:

All files from data/yourname/yourproduct.

All files from People/Genesis/Clothing/Yourname/Yourproduct.

All files from Runtime/textures/yourname/productname (or wherever you saved the textures within the Runtime folder).


So within My Library you should have data, People and runtime for your release version.  Always start from My Library.  At DAZ you’ll need to do a file list with the product’s morphs and FBMs and how many textures it has, etc. (you can look at an average PC club item to get an idea what to include).  At Rendo you need a separate documentation folder with the license and a readme in it.

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Posted: 26 November 2012 08:19 PM   [ Ignore ]   [ # 17 ]
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Thankyou very much Sickle! I was wondering why I wasn’t bieng asked for vendor/creator info and the folder structure lol

FBM’s - I’m a little confused as to what they are, and what I’ve supported. Are they support for characters, such as M5, V5, H5, S5 etc? If so, is that dependent on what characters I have installed when using the transfer tool with Genesis as the donor?

Also, this is the first item as part of a full costume, which is in development. It’s based on a concept I did. I’m currently in the modeling stage of the trousers. I’m not really sure what morphs I will do, But I imagine I will have a few particularly for the loincloth. (For that, I’m thinking of adding several bones to the loincloth, to try to make it as flexible as possible, I’m thinking several horizontally across, and several vertically down (If that is possible)).

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Spyro_Costume_01_MS_SCALED_MS.jpgSpyro_Early_Concept_S.jpg
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Posted: 26 November 2012 08:31 PM   [ Ignore ]   [ # 18 ]
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That’s a great-looking design!  I love it.


I’ve used additional bones in loincloths and it’s a good way to handle it in my opinion - there’s just no way to put in enough morphs to really treat them as they deserve unless they’re very short.


FBMs:


These are whatever characters are installed in your Genesis.  By default they are supported by Autoconform, which is what is happening when you dial in M5, etc. and the shape of the boots changes to match.  Their actual names are FBMMichael5 and so on in the figure, it just only shows the main label normally. 


A custom FBM is created when you export an obj of the item, modify it to better fit the morph, and then reload it with Morph Loader Pro and overwrite the autoconform version. If you end up doing this, you will need to have exported some objs of Genesis with the individual morphs on to use for reference.  If you do, make sure you reset the scaling to 100% on each one before export.  You can check whether you want to do a custom FBM by dialing in each one individually and checking the boots to see if the sole is distorted, the straps look wrong, etc.  This is highly subjective and some artists do not do any customs at all.


Make sure you don’t load the boots, autoconform and save to library if you don’t want to do customs.  It will save the autoconform version to library and bloat your filesize unnecessary.  Always delete and reload if you’re just looking at the boots for testing purposes.

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Posted: 26 November 2012 09:14 PM   [ Ignore ]   [ # 19 ]
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Thank you, I will say it again, “You are a Legend!” I’d be at a stale mate if it wasn’t for you smile

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Posted: 26 November 2012 09:25 PM   [ Ignore ]   [ # 20 ]
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Hee.  No, Raw and Stonemason are legends.  I’m currently at the “delusions of grandeur” stage.  :-D But you’re ever so welcome.  I know I’d buy a loincloth-over-pants outfit.

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Posted: 28 November 2012 07:01 PM   [ Ignore ]   [ # 21 ]
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Haha! But who is the one helping me smile You’re a “Modest Legend” then lol.

And thankyou for your kind words smile

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Posted: 05 December 2012 07:16 AM   [ Ignore ]   [ # 22 ]
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I’m having trouble with pants…

It’s a sub divided/high Res model ... I’ve transfered via transfer tool from genesis to the model with added smoothing, but when I raise the legs I get a distorted crotch so to speak. I’ve played a little with the weight mapping, but it just makes a mess.

This is version 4 of the model, and I don’t know what else to do. At first, I thought version 3’s mesh was too curved in that area of the trousers, so I remodeled it (The fourth time now) so that it was much more similar to what I studied of Stalker Girls pants… Yet, despite this the distortion remains :(

How are all the clothing creators getting around this? Does anyone know how to fix it?

Thanks for any help!

I’ve still got a little more work to be done on the pants to add details such as pockets and the fly… I kinda hoped to be UV mapping and texturing it like two days ago :(


Attached is comparison in wire frame Version 3 pants with stalker girl pants.
Version 4.0 Pants - remodeled to follow the same structure as Stalker girls pants (Wire Frame)
And the distort I get when the legs of the figure are bent.

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Mesh.jpgHidden_Line.jpgMesh_Distortion.jpg
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Posted: 05 December 2012 11:47 AM   [ Ignore ]   [ # 23 ]
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It looks to me like a rigging, not a geometry issue.  For some reason TU is painting too hard to the pelvis and not smoothing out to the thighs enough in that front area.


When you do transfer utility, did you select the pants template?  I never, never do that.  In fact, it’s infrequently that I use templates at all - not because they’re invariably bad but because they tend to want geometry very much a certain way that may not agree with a design.  Try it without one and see if you get a different result?

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Posted: 05 December 2012 03:56 PM   [ Ignore ]   [ # 24 ]
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SickleYield - 26 November 2012 07:39 PM

File—Save As—Support Assets—Figure/Morphs Assets.  Make sure you save it as yourscreenname/yourproduct and make a note of what you do choose, because that’s where the data files are that you need to go and copy for the release version. 

Hi Sickle, quick question…I’ve been saving clothing as a wearable, what is the difference between doing that and saving as a morph asset?

Thanks

Pen

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Posted: 05 December 2012 04:13 PM   [ Ignore ]   [ # 25 ]
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Pendraia - 05 December 2012 03:56 PM
SickleYield - 26 November 2012 07:39 PM

File—Save As—Support Assets—Figure/Morphs Assets.  Make sure you save it as yourscreenname/yourproduct and make a note of what you do choose, because that’s where the data files are that you need to go and copy for the release version. 

Hi Sickle, quick question…I’ve been saving clothing as a wearable, what is the difference between doing that and saving as a morph asset?

Thanks

Pen


*Cough* It’s Figure/Prop Assets.  This is what my post has always said.  Please ignore the edit timestamp that might suggest I made a stupid error and typed the wrong word.


I would guess that Figure/Prop is a broader envelope encompassing base figures, smartprops, regular props, and clothing, whereas wearables is only for clothes, but I’ve never actually used the wearables one so I cannot confirm that. :-D

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Posted: 05 December 2012 04:43 PM   [ Ignore ]   [ # 26 ]
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SickleYield - 05 December 2012 04:13 PM
Pendraia - 05 December 2012 03:56 PM
SickleYield - 26 November 2012 07:39 PM

File—Save As—Support Assets—Figure/Morphs Assets.  Make sure you save it as yourscreenname/yourproduct and make a note of what you do choose, because that’s where the data files are that you need to go and copy for the release version. 

Hi Sickle, quick question…I’ve been saving clothing as a wearable, what is the difference between doing that and saving as a morph asset?

Thanks

Pen


*Cough* It’s Figure/Prop Assets.  This is what my post has always said.  Please ignore the edit timestamp that might suggest I made a stupid error and typed the wrong word.


I would guess that Figure/Prop is a broader envelope encompassing base figures, smartprops, regular props, and clothing, whereas wearables is only for clothes, but I’ve never actually used the wearables one so I cannot confirm that. :-D

Lol…what timestamp! ; )

I don’t currently have ds on my computer as I’ve recently had to replace the hard drive I wonder if it does more than change what is on the icon? I think it would also change where it shows under smart content though. It would be interesting to know!

Thanks for the info…

Pen

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Posted: 05 December 2012 09:21 PM   [ Ignore ]   [ # 27 ]
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SickleYield - 05 December 2012 11:47 AM

It looks to me like a rigging, not a geometry issue.  For some reason TU is painting too hard to the pelvis and not smoothing out to the thighs enough in that front area.


When you do transfer utility, did you select the pants template?  I never, never do that.  In fact, it’s infrequently that I use templates at all - not because they’re invariably bad but because they tend to want geometry very much a certain way that may not agree with a design.  Try it without one and see if you get a different result?

I tried without using a preset ie. Pants/loose-tight

And It sadly has the identical problem :(

I’m wondering if this is caused by the fact that the pants don’t cling to the figure in that area? The pants are worn slightly low, so its a bit loose there. But it’s not intended to be tights, so I don’t want it to be clingy either.

I am totally baffled as to why I’m getting this distortion. confused

On Another topic…
Smoothing appears to be a requirement, as the thighs distort and become bumpy, if smoothing isnt enabled… but I dont understand why I must use it as I have many outfits I’ve bought that don’t use it and there is no issues with them. With the boots I made, smoothing had to be disabled otherwise the foot soul would distort something fierce.

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Posted: 05 December 2012 09:34 PM   [ Ignore ]   [ # 28 ]
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Snug in the crotch area a little, save as a separate version, and test to see if it still has the problem?


I’ve encountered the issue with pants that were looser in that area not wanting to bend properly, requiring me to do JCM for them (unfortunately that doesn’t help for both thighs together).  Sometimes you have to compromise between your design intention and what the weight mapping system can handle.

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Posted: 05 December 2012 09:40 PM   [ Ignore ]   [ # 29 ]
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Okay, I’ll give it a go and see what happens.

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Posted: 05 December 2012 10:00 PM   [ Ignore ]   [ # 30 ]
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Okay, made the snug edits to the mesh, then re imported to daz…

Smoothing Iterations remains at default 2

While it has reduced the distortions, it’s still there. What do you think?

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break_3_Reduction_SNUG.jpgbreak_3_Reduction_SNUG_2.jpg
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