I find it often works better to first load the clothing onto the figure, apply “fit to” ... then reshape the figure and hopefully the clothing grow too!
Many clothing items have morphs available on the parameters tab or under poses in the runtime folder to assist as well.
Depending upon the clothing, some were also created with the idea that the unseen body parts would be ‘hidden’.
For example, on a long skirt one could hide the thighs.
Tip for ALL: The hide parts not seen in the render is the way it should be done. Here is why. All items in your scene will have lighting and shadow calculations done, that includes all parts UNDER clothing or not in the Render Viewport. That forces RAM to be used to do the calculations for the light(s) on the Diffuse map (texture you see) and all shadows on all Transparency Maps (the parts that are removed in things like Hair or plants), remember that includes items you will never see in the finished render.
So you get Calculations for a LEG under the pants. You get Calculations for items on the Pre Load FULL Set that are not in the render. Always HIDE parts that will not be seen and Delete items that will not cast a shadow into your finished render.
This is just good practice, it saves your System more ram to work on the RENDER you will see and it will speed up your render time.
Tip for ALL: The hide parts not seen in the render is the way it should be done. Here is why. All items in your scene will have lighting and shadow calculations done, that includes all parts UNDER clothing or not in the Render Viewport. That forces RAM to be used to do the calculations for the light(s) on the Diffuse map (texture you see) and all shadows on all Transparency Maps (the parts that are removed in things like Hair or plants), remember that includes items you will never see in the finished render.
So you get Calculations for a LEG under the pants. You get Calculations for items on the Pre Load FULL Set that are not in the render. Always HIDE parts that will not be seen and Delete items that will not cast a shadow into your finished render.
This is just good practice, it saves your System more ram to work on the RENDER you will see and it will speed up your render time.
One more TIP: Always save your Scene when you finish setting it up. Then Exit Daz 3D and restart, then load the saved scene and render. This is why. All the textures you TRY before you Render are loaded to a STACK (ram that grows as you add things to your scene) when you try them. They stay in RAM (the Stack) until you save the file. At that time pointers to only the textures used are created in the save file. Yes you also get the RAM back at that time. So why close and reload you ask? Because if your System does not FREE the allocated blocks at save (Fragmented Ram) closing the program FREES all pointers the software is using. If it does not FREE all the ram you have Issues with your OS and not the software (Unless it is written very badly).
One more TIP: Always save your Scene when you finish setting it up. Then Exit Daz 3D and restart, then load the saved scene and render. This is why. All the textures you TRY before you Render are loaded to a STACK (ram that grows as you add things to your scene) when you try them. They stay in RAM (the Stack) until you save the file. At that time pointers to only the textures used are created in the save file. Yes you also get the RAM back at that time. So why close and reload you ask? Because if your System does not FREE the allocated blocks at save (Fragmented Ram) closing the program FREES all pointers the software is using. If it does not FREE all the ram you have Issues with your OS and not the software (Unless it is written very badly).
@Patience55
Well .... dressing up first, and adjusting the figure later, actually seems to work quite well .....
And gives less problem areas, to start with .... nice!
Thankfully, afterwards in MAX, I can still move vertices around within the Mesh quite a lot so I think I’m on my way to a happier working climate!
ps. does not work when applying a body morph directly from the Content Library ... :-( (or at least not the ones I tried ... )