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Convert ANY V4 Long Dress to Genesis! (TUTORIAL)
Posted: 14 February 2013 09:13 AM   [ Ignore ]   [ # 31 ]
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Minor Edit: I changed the last save to Figure/Prop Asset… which is the correct way to save a new TriAx Weightmapped object.

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Posted: 14 February 2013 09:14 AM   [ Ignore ]   [ # 32 ]
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SickleYield - 13 February 2013 11:36 PM
Mattymanx - 13 February 2013 11:25 PM

How is this any different from what Autofit does?

Autofit produces what most of us consider an unacceptable distortion in the middle of the skirt.  This does not.

Sickleyield… you’ve no idea how much it tickled me to get this kind of confirmation from YOU smile

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Posted: 14 February 2013 12:08 PM   [ Ignore ]   [ # 33 ]
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wancow - 14 February 2013 09:14 AM
SickleYield - 13 February 2013 11:36 PM
Mattymanx - 13 February 2013 11:25 PM

How is this any different from what Autofit does?

Autofit produces what most of us consider an unacceptable distortion in the middle of the skirt.  This does not.

Sickleyield… you’ve no idea how much it tickled me to get this kind of confirmation from YOU smile

LOL.  This is what happens when you’re chatty.  The large number of PAs that are much better at the rigging are going to hate me now. 


But anyway - I know this to be the case because Autofit and its skirt rigging are something I spent quite some time working with for my new SRMS product and its templates.  True, people can use this method without buying the new product, but it does a lot of other things (including improving on Autofit AND TU’s native treatment of shoes), so I’m not too worried. wink

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Posted: 14 February 2013 12:57 PM   [ Ignore ]   [ # 34 ]
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Wancow

Very interesting and useful information.  I would like to request your input on a possible minor alternative:

- Export dress as obj then delete from scene

- Import saved obj

- Load Genesis and apply V4 morph

- Select the Dress OBJ and run Transfer

- The Source will be Genesis and the source Item Shape will be Current (saves on having to do the hard part). The Target will be the imported dress obj and Item Shape Default.

- On Show Options, select Reverse Source Shape from target and Add Smoothing Modifier.  Press Accept

- The dress will probably look funky at this point.  If so, go to Parameters tab, select Currently Used and set FBMVictoria4 from 100% to 0%.  The dress should look fairly good at this point.

- Adjust Mesh Smoothing by selecting Smoothing Type Generic and then upping Smoothing Iterations until the dress looks the way you want.

- The dress can be saved now but the smoothing will need to save with it.  Alternately, in order to eliminate the need for this:  turn off Genesis (not necessary to delete from scene) and export the dress to obj and delete from scene.

- Import dress obj and select.

- Run transfer.

- The Source will be Genesis and the source Item Shape will be Default. The Target will be the imported dress obj and Item Shape Default.  Press Accept.

- Again, the dress will probably look funky at this point.  Go to Parameters tab, select Currently Used and set FBMVictoria4 from 100% to 0%. 

There will not be any morphs for the dress at this point.  To transfer them back in:

-  Load the original dress figure but do not fit to Genesis. Select it in the scene.

- On the Scene menu select Edit->Convert Figure to Weight Mapping… and press Accept

- Run Transfer.

- The Source will be the original dress figure and the source Item Shape will be Default. The Target will be the imported dress obj and Item Shape is Default

- On Show Options, deselect all but Morph Targets.  Click on Morph Targets and select Source Morphs.  Press Accept.  Morphs will be transferred. 

Save as Figure/Prop Asset.

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Posted: 14 February 2013 02:08 PM   [ Ignore ]   [ # 35 ]
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NO KIDDING!

Okay… so morph transfer can be done without exporting each… let me run this and I’ll adapt the tutorial.  I posted it on RDNA and free3dcontent.net as well.

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Posted: 14 February 2013 03:15 PM   [ Ignore ]   [ # 36 ]
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adamr001 - 13 February 2013 11:29 AM

Not sure I really understand what you’re asking.  I’m going to ponder it a bit.  I own GenX but other than playing with it I really haven’t gotten much use out of it.  A shame I know.

Anyway, here’s the Sojourn V4 dress converted to Genesis and then Genesis morphed to G4 proportions.  I wanted something extremeish to see how it would hold up.  It did quite well (booties were only auto-converted, but I may try your methodology with similar boots designed for Genesis to see if I can get a better result when I can find some time).

Adam,

In regard to V4 shoes, there is a similar method that I have found to provide at least decent results.  It works for low or high heels.

This is based on a tutorial “DS4 Tutorial:Rigging High-Heels for Genesis rev1” by niccipb at http://www.sharecg.com/v/61954/browse/3/PDF-Tutorial/DS4-TutorialRigging-High-Heels-for-Genesis-rev1  Nicc.ipb’s method is probably best but the following represents a fairly quick way to get decent recent results:

- Load the V4 shoe(s) for conversion.  If the shoes load as left and right, you can de-select one of them by simply turning off the visibilty of the each node on the shoe from Thigh down through Toes.

- Export shoe as OBJ then delete from scene.

- Import saved OBJ

- Load Genesis and apply V4 morph.  I always set Left Foot Propagating Scale and Right Foot Propagating Scale on Genesis to -10%.  Kathy provides a script for this at http://www.sharecg.com/v/61263/gallery/21/DAZ-Studio/Genesis-Foot-Resize-to-V4

- Now we need to fit Genesis to the shoe or the shoe to Genesis.  The advantage of using Genesis is that you will not have to re-export the OBJ.  To do this, I recommend setting the opacity of the shoe to 50-60%.  This allows you to clearly see the foot and where it pokes through the shoe.  It is important to final result to get a good fit here.

- Run Transfer

- The Source will be Genesis and the source Item Shape will be Current. The Target will be the imported shoe obj and Item Shape Default.

- The Projection Template is set to Boots->BootsThigh

- On Show Options, select Add Smoothing Modifier.  Press Accept.

- Now, at this point the shoe will not look as though it is fit to Genesis.  This is because the bones do not align.

- Select the Joint Editor.  First click on Genesis and then using <Ctrl> also select the shoe.  In the view, right click Edit->Transfer Rigging (Figure Space).  This should put the shoe back on Genesis.

- The shoe will probably look funky at this point.  Go to Parameters tab, select Currently Used and set FBMVictoria4 from 100% to 0%. 

- Adjust Mesh Smoothing by selecting Smoothing Type Generic and then upping Smoothing Iterations until the shoe looks the way you want.

There will not be any morphs for the shoe at this point.  If there are any morphs from that original that you wish to transfer back in:

-  Load the original shoe figure but do not fit to Genesis. Select it in the scene.

- On the Scene menu select Edit->Convert Figure to Weight Mapping… and press Accept

- Run Transfer.

- The Source will be the original shoe figure and the source Item Shape will be Default. The Target will be the imported shoe obj and Item Shape is Default

- On Show Options, deselect all but Morph Targets.  Click on Morph Targets and select Source Morphs.  Press Accept.  Morphs will be transferred.

Save as Figure/Prop Asset.

This may work fine for shoes that load as left & right, but I have not tested it, as yet.

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Posted: 14 February 2013 03:19 PM   [ Ignore ]   [ # 37 ]
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Again, this tutorial deserves its own thread!!!!!!  Haven’t got time to try it atm (still working on other stuff) but I can’t wait to!

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Posted: 14 February 2013 03:43 PM   [ Ignore ]   [ # 38 ]
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artistb3 - 14 February 2013 12:57 PM

There will not be any morphs for the dress at this point.  To transfer them back in:

-  Load the original dress figure but do not fit to Genesis. Select it in the scene.

- On the Scene menu select Edit->Convert Figure to Weight Mapping… and press Accept

- Run Transfer.

- The Source will be the original dress figure and the source Item Shape will be Default. The Target will be the imported dress obj and Item Shape is Default

- On Show Options, deselect all but Morph Targets.  Click on Morph Targets and select Source Morphs.  Press Accept.  Morphs will be transferred. 

Save as Figure/Prop Asset.

this WORKS!  Just tried it.  Again, I think it deserves its own thread…

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Posted: 14 February 2013 03:44 PM   [ Ignore ]   [ # 39 ]
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wancow - 14 February 2013 02:08 PM

NO KIDDING!

Okay… so morph transfer can be done without exporting each… let me run this and I’ll adapt the tutorial.  I posted it on RDNA and free3dcontent.net as well.

Wancow,

Please test to insure it works okay for you, as well.

One other thing I wanted to mention in regard to morphs.  In order to speed things up and provide the converted item with some additional morphs, I have found it useful to install some ready morphs into the Projection Templates at data\DAZ 3D\Genesis\Base\Projection Templates. 

To do this, I first selected some items that have a lot of useful morphs that might be re-used on an item that I am converting to Genesis. 

For example, anything made by SickleYield typically has a lot of morphs (for long dresses, I use Darla Gown).  Also, the recent Dragon Queen for Genesis Female is good. 

So what I do is combine morphs into a single figure (using the Transfer Utility) and then save the figure with the combined morphs using Save As->Figure/Prop Assets… to data\DAZ 3D\Genesis\Base\Projection Templates and then the appropriate folder under (e.g. data\DAZ 3D\Genesis\Base\Projection Templates\Dress).  Being careful to not overwrite anything that is already there, of course.  One can create a new folder, as well.

Then, after doing a conversion, I will use the transfer with Genesis as source, conversion item as Target, and Projection Template the saved item described above.  For example, if the conversion item is a t-shirt, I have SickleYield’s Super Tee (combined with SickleYield’s Layered Tee) saved as a Projection Template and it is very quick to transfer the morphs without having to load anything else into the scene.

For boots I use the WM Cowboy boots for Genesis.

Of course, not all of the transfered morphs will apply or work on the converted figure.  But, there are typically several that may be handy.  For example, on long dresses, there are morphs to shorten and/or widen the hem, etc.

Hope someone else may find this useful…

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Posted: 14 February 2013 08:08 PM   [ Ignore ]   [ # 40 ]
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Bejaymac - 13 February 2013 07:04 PM

When you save a scene/subset/wearable anything in your scene that doesn’t have DSF asset files is saved to the auto_adapted folder, so all of your non Genesis content will end up in there as DSF asset files, they get stored in pretty much the same way the DSO/DSD/DSV files from the old .DAZ format, ie in a folder called “mesh name_vertice count”.
DS also uses that system when you rig something for Genesis, the second it starts the conversion there is a DSF file containing the mesh/rig/WM written into the auto_adapted folder, if you then save your finished item with either scene/subset or wearable then the rest of the asset files get added to that folder. The “fun” then starts the first time you load the original Poser version, because saving that will get it added to the auto_adapted folder, right into the same folder that it saved the converted one into, and it just so happens that all of the asset files created from the Poser version have the same names as the ones created for the Genesis version, and you can guess what happens next.
Now you see what I meant by risk losing your work…

thanks for the response Bejaymac…it makes it a little bit clearer.

Matty, using autofit you can get similar results but only if you are willing to send the item to Hexagon(or a similar program) and create a morph. For some that is beyond their current skill level(No offense intended to anyone by this statement). What Wancow has provided is an easy fix for those who don’t have any modelling skills or just want a quick fix. Also wanted to add that for some items you would need to add extra rigging depending on what it is…

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Posted: 14 February 2013 08:11 PM   [ Ignore ]   [ # 41 ]
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SickleYield - 14 February 2013 12:08 PM
wancow - 14 February 2013 09:14 AM
SickleYield - 13 February 2013 11:36 PM
Mattymanx - 13 February 2013 11:25 PM

How is this any different from what Autofit does?

Autofit produces what most of us consider an unacceptable distortion in the middle of the skirt.  This does not.

Sickleyield… you’ve no idea how much it tickled me to get this kind of confirmation from YOU smile

LOL.  This is what happens when you’re chatty.  The large number of PAs that are much better at the rigging are going to hate me now. 


But anyway - I know this to be the case because Autofit and its skirt rigging are something I spent quite some time working with for my new SRMS product and its templates.  True, people can use this method without buying the new product, but it does a lot of other things (including improving on Autofit AND TU’s native treatment of shoes), so I’m not too worried. wink

You shouldn’t be worried ; )...I can convert most stuff for my own use using autofit but for sheer convenience I will be picking up your product when it comes out.

Wancow’s method is great and adds another method to my arsenal of converting old clothing. Sometimes one way works better than another and the more you know the easier it all gets.

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Posted: 14 February 2013 08:52 PM   [ Ignore ]   [ # 42 ]
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I’m impressed, wancow! Thank you for sharing this.

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Posted: 16 February 2013 10:52 AM   [ Ignore ]   [ # 43 ]
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Wancow,

I hope you are still monitoring this thread.  I have been playing around with long dresses/skirts a bit more and I think I have settled on a method that works best for me.  It is the quickest of the methods I have tried and also appears to provide the best result.

If you have the time, I would really appreciate your input as to how it works for you.

- Export dress/skirt as obj then delete from scene

- Import saved obj

- Load Genesis and apply V4 morph.  If necessary, at this point, adjust Genesis to insure that there is a reasonably good fit.  Smoothing, later, will take care of the rest.

- Run Transfer

- The Source will be Genesis and the source Item Shape will be Current. The Target will be the imported dress/skirt OBJ and Item Shape Default.

- The Projection Template will be Dress->Knee Length for long dresses or Skirt->Knee Length for long skirts. 

- On Show Options, select Add Smoothing Modifier.  Press Accept

- Go to Parameters tab, select Currently Used and set FBMVictoria4 from 100% to 0%.  If all goes well, the dress/skirt should look just about perfect at this point.

- Adjust Mesh Smoothing by selecting Smoothing Type Generic and then upping Smoothing Iterations until the dress looks the way you want.  A Smoothing Iterations value of about 10 may be enough.  I usually set Collision Iterations to 1.

- I recommend that the dress be saved at this point without OBJ re-export/import.  The reason is if fitting the dress/skirt to a Genesis shape other than V4, some adjustments to smoothing may be required. 

- There is a caveat regarding the use of the converted item on other Genesis shapes.  For example, if you fit the converted dress/skirt to a Genesis figure that has an A4 morph applied, it may be necessary to Go to Parameters tab, select Currently Used and set FBMAiko4 from 100% to 0%. 

This is essentially the same method I would apply to shoes or any other item intended for fit to Genesis but not handled by Autofit.  In the case of dresses/skirts, there is usually no scaling or rotation of Genesis (prior to running Transfer) required in order to get things to line up.  However, for shoes or other items, some adjustment prior to Transfer will make for a far better result.

Thanks for your patience in reading my posts.

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Posted: 16 February 2013 12:12 PM   [ Ignore ]   [ # 44 ]
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- I recommend that the dress be saved at this point without OBJ re-export/import.  The reason is if fitting the dress/skirt to a Genesis shape other than V4, some adjustments to smoothing may be required.

Okay, now I get why you posted this… and yeah, I haven’t got the time necessary to test it out, but I see your point with this.

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Posted: 06 March 2013 09:02 PM   [ Ignore ]   [ # 45 ]
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All right, so I was looking at this today and it seemed like an answer to my long-time prayers… except that I don’t own the victoria 4 shape for Genesis, so I spent most of the day poking around to see what I could do to get decent results without it. I can’t promise this’ll work for everything, but it did work for me better than autofit ever has (no crunching at the hem of long dresses at all). I got the idea from Sickle’s SRMS.

- Load the Genesis MFD
- Load the dress you want to convert
- Convert the dress to weight mapping
- Open up the transfer utility
- Source is the MFD, and select item shape “morph”, and find the Victoria 4 FBM for the MFD. Target is the dress you’re converting.
- Under “more options” tick “reverse source shape from target”, tick “add smoothing modifier”, and untick “fit to source figure”.
- Click accept. Result is a dress that will fit Genesis and has the MFD rigging, without the wonky hem. I don’t know if it fixes the issue between the legs, but it may be that I don’t have any textures that show it.
- If you like, you can now transfer the dress’s original morphs with artistb3’s method.

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