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Let’s Make Clothing! Tutorial thread. Shoes too!
Posted: 23 June 2012 04:07 PM   [ Ignore ]   [ # 16 ]
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anikad - 23 June 2012 03:38 PM

Has anyone used the genesis basic clothing rigging kit? Is it any good? I noticed it was on sale.

Oh Yes!!! Good time to get it. Includes instructions wink

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Posted: 23 June 2012 09:40 PM   [ Ignore ]   [ # 17 ]
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Oh I am thinking to write about the tool.
.
now I am tryiing genesis basic clothing rigging kit.
.
I think it gives me 5 type donner dress with ghost bone (buck front right left and full).
.
they have different part extra bones for rig clothing to genesis.
.
and It came with PDF tutorial to rig and weight map clothing obj by his donner model and transfer utility,
(It is not about detail, but I think I can understand, maybe)
.
Now I am thinking how to reform karuki for V4 wear to genesis,,,
.
I love this wear so much and I hope to reform it for genesis with morphs .
.
it has some gohst bones for V4,, and I am now thinking which donner dress is best for reforming it.

may anyoen tell me how to reform V4 wear by this tool for genesis?
.
(Patience 55, do not you mind of my question on this topic?  should I make new topic for this?)

 

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Posted: 24 June 2012 09:08 PM   [ Ignore ]   [ # 18 ]
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I do not mind ... this is a general ‘anything to do with making clothing’ type thread.

The Genesis Basic Clothing Rigging Kit is a good item ... but the intention there is to create ‘new clothing’.

To do what you want done is done a different way. As I recall [sorry D/S4 is not on this computer so I can’t check it atm] you load Genesis; shape Genesis; load V4 clothing ... and then the transfer utility will pop up a query that said item .... and you check through the drop down list for V4’s template ... and then it’ll load the clothing for you.

While the old morphs may not transfer over ... yes we can make morphs for clothing relatively painlessly using D/S4 and Hexagon.
So if you haven’t already; also get Hexagon! [free atm]

 

 

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Posted: 25 June 2012 12:03 AM   [ Ignore ]   [ # 19 ]
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tnak you Patience55

yes, the donner figure can transfer basic bone and gohst bone and weight map .
and it may intention to create new clothing and it is useful if I made obj which fit genesis shape already.

Then I found the way to use this “donner figure” for “subtutitute genesis”.

first I fit “donner clothing” to genesis. and I change genesis shape to V4 by V4morph for genesis.

then ds4 auto transfer the “FBM” victoria morph to the donner clothing,

and donner figure shape change to fit V4 shape..

then I load “kalki for V4”,  chabge triax figure, and set transfer utility,

Set Souce “Bobbie Donner figure” morph “FBMvictoria”,

then Target “Karuki V4”  “Default”  with reverse option .

(after all I should change some rig , and set poligon face group then , adjust weight map,
weight mapping is most difficult and hard work for me,,  I hope automation weight map ><;)

And I like reshape on hexagon !!

After I used transfer utility I often, send the clothing to hexagon for adjust shape around breast.
then I import buck as obj, and use tranfer utility to copy rig and weight map from saved clothing.

Now I am setting weight map ,, TT)

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Posted: 26 June 2012 09:20 AM   [ Ignore ]   [ # 20 ]
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The Sash Project ... well ... “old story” ... if it’s not one thing, it’s something else.

Maybe one day ....

Anyhow ... here’s a picture of the weave process I was trying.

The ‘rope’ part is a thickened line (8 sides) ... to assist nabbing the correct lines; loop stripes of side faces and give them a shading domain. [must be removed when uvmapping]
Then methodically “1 at a time” [because this is Hexagon], bridge top of one rope’s face to the corresponding bottom of the opposing face. Do not skip faces because they do not align around the bend. But stick with it.

Then one takes the tessellation tool and adds a line to each and every joining face.
Then one goes to points and ... yup, one at a time, welds dot to dot. This enables the faces to co-exist without intersecting.
Not a terribly difficult project, just very time consuming ...

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Posted: 06 July 2012 05:54 PM   [ Ignore ]   [ # 21 ]
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From post #13 ... here’s the links for the new “Making it Work” part 2 [Skeleton grouping/uvmapping for to be rigged in D/S]

Part 2 covers some grouping tips and lots more about uvmapping.
Same .pdf at 2 places:

“links retired”


Part 3 will cover rigging in D/S3 .... WIP

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Posted: 06 July 2012 05:58 PM   [ Ignore ]   [ # 22 ]
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kitakoredaz - 25 June 2012 12:03 AM

tnak you Patience55

yes, the donner figure can transfer basic bone and gohst bone and weight map .
and it may intention to create new clothing and it is useful if I made obj which fit genesis shape already.

Then I found the way to use this “donner figure” for “subtutitute genesis”.

first I fit “donner clothing” to genesis. and I change genesis shape to V4 by V4morph for genesis.

then ds4 auto transfer the “FBM” victoria morph to the donner clothing,

and donner figure shape change to fit V4 shape..

then I load “kalki for V4”,  chabge triax figure, and set transfer utility,

Set Souce “Bobbie Donner figure” morph “FBMvictoria”,

then Target “Karuki V4”  “Default”  with reverse option .

(after all I should change some rig , and set poligon face group then , adjust weight map,
weight mapping is most difficult and hard work for me,,  I hope automation weight map ><;)

And I like reshape on hexagon !!

After I used transfer utility I often, send the clothing to hexagon for adjust shape around breast.
then I import buck as obj, and use tranfer utility to copy rig and weight map from saved clothing.

Now I am setting weight map ,, TT)

How’s it going? I haven’t tried all this yet ... hopefully other readers will respond as well to offer assistance to queries.

The entire forum will function better for receiving help when posts are bumped off course because not everybody is subscribed to every post ... and not every subscribed post gets one an email notification :-(

 

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Posted: 13 July 2012 11:00 AM   [ Ignore ]   [ # 23 ]
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thanks!

I coud apply gohst bones front and back!
(it may needs two more gohst bone sets,,  right side, left side , but I stop it now)
actually long type dress needs more gohst bone^^;)

and ,make some special morph for them ^^;

now I assign new materai zone for some parts ..

(this doress has not so many material zone, so I want to invisible the parts
by opasity setting )

I keep studying hexagon.

I hope to make handmade clothing for genesis (next challenge,,)

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Posted: 31 July 2012 11:39 PM   [ Ignore ]   [ # 24 ]
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this is my checkpoint when I remake the products for “fit to” genesis.
it means fit genesis bone and follow translation, and movements

I experienced sometimes after making new bone for ” fit to” genesis, they can not follow genesis move.
and I did not know why the clothing(or accessory) do not follow the translation of genesis.

because they “fit to” manually and weight mapped, and they seems to have same bone name of genesis,
and the node position is same as which of genesis.

I do not know the official reguration for naming the bone of clothing which fit to genesis.
Is their public rule documents? I want to check it.

But, I noticed about some “node name” rule.  I do not understand perfectly, but It seems right.

if I make new bone which node name “Hip” “Chest” or “Plevis” , they would not follow genesis move.
they do not fit to genesis bone. 

though the “lavel name” (on scene tab) is same of which genesis bones, (eg “Hip” “Chest” or “Plevis”),
they are different with their true node (bone) name.
the right node name is “hip” “chest” or ” plevis”.
about node name, the first alphabet seems to keep small.

so we should set the right bone name if want to the item “fit to” genesis, and follow the move.
when you want to correct node name, use “Joint editor” .

a) select bone which you want to rename,

b) on tool Setting tab (joint editor), or scene viewer , right click, then   Edit>rename Node

the improtant name is “node name” not “Label name”.

but untill you do save the figure or prop again,
it may not follow genesis move.

though you “memorize figure rigging”, it can not be refreshed.

save the figure or prop, then load the item again. then the item fit to genesis.

ofcourse if you do not set weight map correctly, the bone of item only fit to bone of genesis,
but the item not follow genesis move or transtaltion never.

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Posted: 09 September 2012 06:48 PM   [ Ignore ]   [ # 25 ]
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With renewed interest now for making clothing ... okay I’ve revived the thread.

Please though, I do not have ‘all’ the answers. If you know the answer to somebody’s question ... kindly reply.

With requests started elsewhere here’s a brief tutorial to launch the remake here.

“links retired” ... info on the suit used is presented further on.

...................

A neat utility to help 32 bit programs make better use of available memory on a 64 bit computer is found here:
http://www.techpowerup.com/forums/showthread.php?t=112556  Free, doesn’t install one just clicks on the .exe to run it grin
Large Address Aware

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Posted: 09 September 2012 09:15 PM   [ Ignore ]   [ # 26 ]
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Welcome back to the thread. Yay! smile My biggest problem as of late has been with rigging in D|S, used to just rig in an old version of Poser but since switched to D|S completely. After modeling a mer-tail to play around with, grouped it, brought it into D|S, did initial rigging, tested.. And it failed miserable. So that project has been moved into my “I’ll come back to this in a month after I stop throwing things” folder instead, and I moved back into creating clothing for personal use for the time being instead. LOL.
Even for people with experience in modeling, and with time spent within these programs- bit and pieces of everything can allude us. So a thread like this is highly appreciated.

Patience55 - 09 September 2012 06:48 PM

A neat utility to help 32 bit programs make better use of available memory on a 64 bit computer is found here:
http://www.techpowerup.com/forums/showthread.php?t=112556  Free, doesn’t install one just clicks on the .exe to run it grin
Large Address Aware

 

Nice, I’ve been needing something like this.. Ty.

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Posted: 09 September 2012 10:57 PM   [ Ignore ]   [ # 27 ]
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Ebahr - 09 September 2012 09:15 PM

Welcome back to the thread. Yay! smile My biggest problem as of late has been with rigging in D|S, used to just rig in an old version of Poser but since switched to D|S completely. After modeling a mer-tail to play around with, grouped it, brought it into D|S, did initial rigging, tested.. And it failed miserable. So that project has been moved into my “I’ll come back to this in a month after I stop throwing things” folder instead, and I moved back into creating clothing for personal use for the time being instead. LOL.
Even for people with experience in modeling, and with time spent within these programs- bit and pieces of everything can allude us. So a thread like this is highly appreciated.

Patience55 - 09 September 2012 06:48 PM

A neat utility to help 32 bit programs make better use of available memory on a 64 bit computer is found here:
http://www.techpowerup.com/forums/showthread.php?t=112556  Free, doesn’t install one just clicks on the .exe to run it grin
Large Address Aware

 

Nice, I’ve been needing something like this.. Ty.

I’ve added protection to the windows lol ...

A mertail sounds interesting ... think we can manage that. Are you trying to make that as an add-on or as ‘clothing’? 4 bones or more?

 

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Posted: 09 September 2012 11:00 PM   [ Ignore ]   [ # 28 ]
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Update alert for those that may have missed it:

http://docs.daz3d.com/doku.php/public/read_me/index/13086/start

For the ‘Genesis Basic Clothing Rig Kit’
2012-08-22 - 1.1, Removed duplicate IDs, corrected B25DevRight bones.

[To get an updated file for any purchase, simply reset your downloads. Link available from your Order History under Acct.]

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Posted: 09 September 2012 11:33 PM   [ Ignore ]   [ # 29 ]
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Patience55 - 09 September 2012 06:48 PM

A mertail sounds interesting ... think we can manage that. Are you trying to make that as an add-on or as ‘clothing’? 4 bones or more?

I went for corforming clothing, just because the legalities behind geografting baffle me to no end :D
I divided it off into 5 tail groups, for the sake of testing it out in D|S for rigging, but intent is to add more bones then that for smoothness and control afterwards. Basically, I wanted to use this as my tester for figuring out D|S rigging and weight mapping, so started simple.
In the image below, the sections are Hip/Pelvis, Tail 1- 5, Tail tip. The hip bone in the right image is just a mess up on my part- while trying to get everything working, I messed up the hip itself and have seemed to fubar’ed it even more, LOL.
Tail 1 is a child bone of Pelvis, and from there down in the chain. Bones are associated with geometry groups of the object, all on the YZX order. From what I see, everything looks proper. The bones show up in hierarchy of the tail under the Scenes tab, but when I choose them and rotate to test..
Nada. Nothing.


Edit: Messy ol’ Object files for the Mertail are here:
http://www.mediafire.com/file/4piigeobvdfqjix/GenMertailRebuild.rar

I used the surface’s to create the face groupings in Daz|Studio, also. The “hr” version is the one pictured. High poly count, kinda messy, but.. it’s an learning process. :D

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Posted: 10 September 2012 03:24 AM   [ Ignore ]   [ # 30 ]
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Ebahr - 09 September 2012 11:33 PM
Patience55 - 09 September 2012 06:48 PM

A mertail sounds interesting ... think we can manage that. Are you trying to make that as an add-on or as ‘clothing’? 4 bones or more?

I went for corforming clothing, just because the legalities behind geografting baffle me to no end :D
I divided it off into 5 tail groups, for the sake of testing it out in D|S for rigging, but intent is to add more bones then that for smoothness and control afterwards. Basically, I wanted to use this as my tester for figuring out D|S rigging and weight mapping, so started simple.
In the image below, the sections are Hip/Pelvis, Tail 1- 5, Tail tip. The hip bone in the right image is just a mess up on my part- while trying to get everything working, I messed up the hip itself and have seemed to fubar’ed it even more, LOL.
Tail 1 is a child bone of Pelvis, and from there down in the chain. Bones are associated with geometry groups of the object, all on the YZX order. From what I see, everything looks proper. The bones show up in hierarchy of the tail under the Scenes tab, but when I choose them and rotate to test..
Nada. Nothing.


Edit: Messy ol’ Object files for the Mertail are here:
.... edit ....

I used the surface’s to create the face groupings in Daz|Studio, also. The “hr” version is the one pictured. High poly count, kinda messy, but.. it’s an learning process. :D

Okay got it. Will take a look at it and see what happens ... first must take a little break and tend to some RL matters wink

 

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