Unwanted effect of shrink-wrapping. Any fix?

fred9803fred9803 Posts: 1,565

Excuse me if this has been asked before, I'm a relative newbe.

While I like the DS clothes wrapping system, I have a problem that when for example a hand is placed on clothing that has been fitted, the clothing wants to leave the body and wrap itself around the hand. This makes it very difficult for a character to place a hand on a body part with fitted clothing between the two. Is there a DS setting to get better results? Thank you.

Comments

  • 3Diva3Diva Posts: 11,970
    edited August 2016

    I don't know if there is a collision setting that can help with this, but usually I just have to adjust the pose and pull the hand slightly away from the effected area. If you pull the hand away until the cloth "releases" it then push the hand back slowly you can get the look of the hand being on that body part without the cloth trying to "swallow" it. lol That's what usually works for me anyway. I know it's not perfect, and it would be nice to be able to tell the cloth to "ignore hand" but I'm not sure if there is a way to do that. 

    Post edited by 3Diva on
  • fred9803fred9803 Posts: 1,565

    Thanks divamakeup. I don't now much about collision settings but maybe that's the answer.

  • Oso3DOso3D Posts: 15,085

    You could try getting a bodysuit and have the clothes collide with the bodysuit. Then you can scale the bodysuit's gloves/hands to get them out of the way. (And make bodysuit invisible)

    Bodysuits allow a lot of fitting tricks.

     

     

  • fred9803fred9803 Posts: 1,565

    Thanks Tim, that's a very interesting soultion. I'm off to try it out.

  • MistaraMistara Posts: 38,675

    i remember theres a setting to make hair ignore ears, so the hair doesnt bunch out rididulously

     ... cant remember where

    where fixmypcmike? he knows!

  • 3Diva3Diva Posts: 11,970
    edited August 2016

    You could try getting a bodysuit and have the clothes collide with the bodysuit. Then you can scale the bodysuit's gloves/hands to get them out of the way. (And make bodysuit invisible)

    Bodysuits allow a lot of fitting tricks.

     

     

    That is awesome! Thank you so much for that tip! I just tried it - It works really well for poke-through too! 

    Post edited by 3Diva on
  • nonesuch00nonesuch00 Posts: 18,723
    edited August 2016

    I bought the Fit Control - it can be had for the various Genesis 3 & Genesis 2 human models as male & female bundles or seperate. Haven't tried it yet but it does have morph slides for different DAZ characters.

    What I also haven't tried yet but may be possible so if one of you know please advise how to do it, is to morph a character to be chuby, muscled, or what have you and let the clothing auto-fit how it usually does and then shrink character down to desired size but clothing stays same size and then through magic you tell it to droop or drape...sort of like 1/2 conforming clothing and 1/2 dynamic clothing.

    Is there a product that does that? The Fit Control sort of 'fakes' that but it's not really 'dual mode' conform than a switch to tell it to behave dynamically.

    Post edited by nonesuch00 on
  • Oso3DOso3D Posts: 15,085
    edited August 2016

    There's a whole tutorial for using Genesis Supersuit as a fitting tool.

    Fit supersuit to your character. Fit outfit to supersuit. Hide supersuit. Have outfit collide with your figure.

    Now you can scale and adjust all sorts of elements of your outfit, pull in shoulders, etc.

    I've been doing similar with G2F ultrasuit, which has some good 'spandex' morphs and is a faster load. The spandex morphs help fight the 'clingwrap to breasts' thing that a lot of autofit does.

     

    Post edited by Oso3D on
  • fred9803fred9803 Posts: 1,565

    Tim, this is exactly why whenever I see your avatar I am compelled to read what you have to say, because you're so damn knowledgable and have such a common sense approach. Cheers mate.

  • nonesuch00nonesuch00 Posts: 18,723

    I will have to try this supersuit. It that the superhero bundle that was on sale recently?

  • 3Diva3Diva Posts: 11,970
    edited August 2016

    I will have to try this supersuit. It that the superhero bundle that was on sale recently?

    I tried it with the V4 bodysuit and it works pretty good. Any skin tight body suit would probably work though. :)

    Post edited by 3Diva on
  • nonesuch00nonesuch00 Posts: 18,723

    I will have to try this supersuit. It that the superhero bundle that was on sale recently?

    I tried it with the V4 bodysuit and it works pretty good. Any skin tight body suit would probably work though. :)

    OK, thanks.

  • Oso3DOso3D Posts: 15,085

    Aww, thanks, Fred. ;)

    Yeah, any bodysuit should work.

    http://www.daz3d.com/genesis-supersuit had a series of tutorials about it. The nice thing about this supersuit, and the key to make this work well, is that the supersuit has a series of modifiers to expand/contract all sorts of different fiddly bits on the body. So if you really wany, say, the cuffs on a shirt to be looser/tighter, and the clothing doesn't have that modifier, and scaling hands or whatever doesn't do it right, supersuit can help. Or if it pokes through but you don't want to use a lot of smoothing because you'll loose wrinkles, supersuit!

    I also really like http://www.daz3d.com/ultra-bodysuit-for-genesis-2-female-s

    The spandex morphs help shape around breasts and butt crack and a few other things, and it tends to load faster than the previous supersuit.

    I imagine the new stuff will work similarly. The principles are the same -- anything very adjustable and covering much of the body.

     

  • pdspds Posts: 593
    fred9803 said:

    Tim, this is exactly why whenever I see your avatar I am compelled to read what you have to say, because you're so damn knowledgable and have such a common sense approach. Cheers mate.

    +2 smiley

  • Oso3DOso3D Posts: 15,085

    Happy to be part of the chain of knowledge, since it was folks here that mentioned stuff like this. I just have to remember and absorb.

     

  • EtriganEtrigan Posts: 603
    edited August 2016

    The elf ears fix is done by opening the scene tab (or shaping) locating the morph (i.e. elf ears)

    1. Click on the cog icon (top left of the morph box or slider)
    2. choose Parameters
    3. A dialog will open. Autofollow (I believe) may be checked, if so uncheck and click accept.

    The hair won''t follow the ears. 

    Note: You must do this for each morph dial  you use (i.e. Long elf ears, twisted elf ears, ridiculous elf ears, etc.)

    This isn't always an option when you aren't morphing. I haven't seen where you can select Right Thumb and disable autofollow. The distance affecting the collision of clothes and body can be adjusted but I'll have to edit this when I get home and look at my D|S.

    Post edited by Etrigan on
  • nemesis10nemesis10 Posts: 3,774
    Etrigan said:

    The elf ears fix is done by opening the scene pane (or shaping) locating the morph (elf ears)

    1. Click on the cog icon (top left of the morph box)
    2. choose Parameters
    3. A dialog will open. Autofollow (I believe) may be checked, if so uncheck and click accept.

    The hair won''t follow the ears. 

    Note: You must do this for each morph you use (i.e. Long elf ears, twisted elf ears, ridiculous elf ears, etc.)

    This isn't always an option when you aren't morphing. The distance affecting the collision of clothes and body can be adjusted but I'll have to edit this when I get home and look at my D|S.

    Alternatively, you can click on the cog, show hidden properties, go to Actor and find the troublesome morph such as elf ears and set it to zero.

  • EtriganEtrigan Posts: 603
    nemesis10 said:
    Etrigan said:

    The elf ears fix is done by opening the scene pane (or shaping) locating the morph (elf ears)

    1. Click on the cog icon (top left of the morph box)
    2. choose Parameters
    3. A dialog will open. Autofollow (I believe) may be checked, if so uncheck and click accept.

    The hair won''t follow the ears. 

    Note: You must do this for each morph you use (i.e. Long elf ears, twisted elf ears, ridiculous elf ears, etc.)

    This isn't always an option when you aren't morphing. The distance affecting the collision of clothes and body can be adjusted but I'll have to edit this when I get home and look at my D|S.

    Alternatively, you can click on the cog, show hidden properties, go to Actor and find the troublesome morph such as elf ears and set it to zero.

    True, but that eliminates the morph entirely so... no elf ears.

  • dracorndracorn Posts: 2,353
    Etrigan said:
    nemesis10 said:
    Etrigan said:

    The elf ears fix is done by opening the scene pane (or shaping) locating the morph (elf ears)

    1. Click on the cog icon (top left of the morph box)
    2. choose Parameters
    3. A dialog will open. Autofollow (I believe) may be checked, if so uncheck and click accept.

    The hair won''t follow the ears. 

    Note: You must do this for each morph you use (i.e. Long elf ears, twisted elf ears, ridiculous elf ears, etc.)

    This isn't always an option when you aren't morphing. The distance affecting the collision of clothes and body can be adjusted but I'll have to edit this when I get home and look at my D|S.

    Alternatively, you can click on the cog, show hidden properties, go to Actor and find the troublesome morph such as elf ears and set it to zero.

    True, but that eliminates the morph entirely so... no elf ears.

    You don't do it on the elf ears, you do it on the hair.  The hair warps because it tries to auto follow the ears.  Go to Hidden Properties on the hair, then Actor, and find the ear morphs.  Set those to zero, and you will watch the hair flatten again. 

  • 3Diva3Diva Posts: 11,970
    dracorn said:
    Etrigan said:
    nemesis10 said:
    Etrigan said:

    The elf ears fix is done by opening the scene pane (or shaping) locating the morph (elf ears)

    1. Click on the cog icon (top left of the morph box)
    2. choose Parameters
    3. A dialog will open. Autofollow (I believe) may be checked, if so uncheck and click accept.

    The hair won''t follow the ears. 

    Note: You must do this for each morph you use (i.e. Long elf ears, twisted elf ears, ridiculous elf ears, etc.)

    This isn't always an option when you aren't morphing. The distance affecting the collision of clothes and body can be adjusted but I'll have to edit this when I get home and look at my D|S.

    Alternatively, you can click on the cog, show hidden properties, go to Actor and find the troublesome morph such as elf ears and set it to zero.

    True, but that eliminates the morph entirely so... no elf ears.

    You don't do it on the elf ears, you do it on the hair.  The hair warps because it tries to auto follow the ears.  Go to Hidden Properties on the hair, then Actor, and find the ear morphs.  Set those to zero, and you will watch the hair flatten again. 

    Ohhh NICE! 

     

    nemesis10 said:
    Etrigan said:

    The elf ears fix is done by opening the scene pane (or shaping) locating the morph (elf ears)

    1. Click on the cog icon (top left of the morph box)
    2. choose Parameters
    3. A dialog will open. Autofollow (I believe) may be checked, if so uncheck and click accept.

    The hair won''t follow the ears. 

    Note: You must do this for each morph you use (i.e. Long elf ears, twisted elf ears, ridiculous elf ears, etc.)

    This isn't always an option when you aren't morphing. The distance affecting the collision of clothes and body can be adjusted but I'll have to edit this when I get home and look at my D|S.

    Alternatively, you can click on the cog, show hidden properties, go to Actor and find the troublesome morph such as elf ears and set it to zero.

    That sounds really helpful.

     

    Thanks you two!!

  • mtl1mtl1 Posts: 1,508

    I've found good success in exporting/re-importing clothing as OBJs then fitting as unsupported items with no projection template. Loss of morphs and rigging can be transferred back in through the transfer utility too.

  • 3Diva3Diva Posts: 11,970
    mtl1 said:

    I've found good success in exporting/re-importing clothing as OBJs then fitting as unsupported items with no projection template. Loss of morphs and rigging can be transferred back in through the transfer utility too.

    I'd love to see a tutorial for newbies like me on how to do this! :D

  • nicsttnicstt Posts: 11,715
    edited August 2016

    File > Export (make sure it is .obj)

    It says convert from; select say Daz (just select the same when re-importing).

    File > Import (chose file)

    Convert to Daz Studio: (chose the same as you exported).

    Select the item.

    Edit > Object > Transfer Utility

    Source is the G3F ( or whatever you're using)

    Target is the item you just imported.

    You can show options; for example, I then deselt fit to, then I fit it to the figure once I'm ready.

    There is a Edit > Object > Rigging > Convert Prop to Figure; I've seen some mention to do that, but I've not had to myself. But it is something to consider.

    (Maybe Richard will stop by and tell us why we should, or shouldn't use it. smiley)

    You should be able to apply materials and shaders without issue. If not, apply the IRAY uber, then copy and paste from original - presuming you're using IRAY; you would do this under the Surfaces Tab.

    Post edited by nicstt on
  • ScavengerScavenger Posts: 2,674

    I use MFD similar to the Bodysuits mentioned above.  Pretty much eliminates the crotch divot in dresses from any v4 or G3F dress going on to G2F.  Haven't tried a body suit to see how it handles skirts etc.

  • cosmo71cosmo71 Posts: 3,609
    edited August 2016

    Well you can go to the parameter tab of the clothes and choose collision item "none" (most clothes work good on the new g3f and g3m figures without collision, or you can play the with the values of smoothing iterations and collision iterations. Lower values can work also for the clothes to follow the mesh but can prevent that the clothes wraps the hand.

    Parameters -> General -> Mesh Smoothing

    Post edited by cosmo71 on
  • cosmo71cosmo71 Posts: 3,609
    edited August 2016
    Scavenger said:

    I use MFD similar to the Bodysuits mentioned above.  Pretty much eliminates the crotch divot in dresses from any v4 or G3F dress going on to G2F.  Haven't tried a body suit to see how it handles skirts etc.

    Panties created for V4 also work not good for g3f when it comes to leg moving, the sides of the crotch follow the leg and causes unwanted effects. Sometimes it helps when choosing "full body" during the auto-fit process

    Post edited by cosmo71 on
  • mtl1mtl1 Posts: 1,508
    mtl1 said:

    I've found good success in exporting/re-importing clothing as OBJs then fitting as unsupported items with no projection template. Loss of morphs and rigging can be transferred back in through the transfer utility too.

    I'd love to see a tutorial for newbies like me on how to do this! :D

    1. Don't export to OBJ yet!

    2. Without fitting/parenting the clothing item to your figure, use the built-in morphs, deformers, etc to approximate the fit to the figure. Doesn't matter if it's not exact; some parts can be fixed using mesh smoothing.

    3. NOW we export as OBJ. Be sure to hide everything else aside from the clothing item. You can choose DAZ or Poser presets; it doesn't matter.

    4. Re-import the OBJ using the same DAZ/Poser preset.

    5. Fit the item to the figure in question. Choose unsupported and no projection map since we want to keep the current shape. The clothing item should now inherit the figure's bone structure.

    6. Apply mesh smoothing as needed. You may want to re-export the mesh-smoothed version, re-import back as a morph or OBJ, then turn off mesh smoothing as it's not needed anymore.

    And now...

    - To get back the original morphs, first convert the new clothing OBJ back to a figure (Edit->Object->Rigging->Convert to Figure), then use the transfer utility to transfer the morphs from the original clothing. Be sure to click on Morph Targets and check "All" from Under Source.

    - To get the custom bones back, SY has a bunch of tutorials with various methodologies:

    http://sickleyield.deviantart.com/journal/Tutorial-Saving-Gen-4-Custom-Bones-on-Conversion-417250347

    http://sickleyield.deviantart.com/journal/Tutorial-Custom-Bone-Rigs-G2F-to-Genesis-Convert-398192766

    http://sickleyield.deviantart.com/journal/Tutorial-Keeping-Bones-On-TU-Conversion-Fast-Way-449218737

     

  • 3Diva3Diva Posts: 11,970
    edited August 2016
    mtl1 said:
    mtl1 said:

    I've found good success in exporting/re-importing clothing as OBJs then fitting as unsupported items with no projection template. Loss of morphs and rigging can be transferred back in through the transfer utility too.

    I'd love to see a tutorial for newbies like me on how to do this! :D

    1. Don't export to OBJ yet!

    2. Without fitting/parenting the clothing item to your figure, use the built-in morphs, deformers, etc to approximate the fit to the figure. Doesn't matter if it's not exact; some parts can be fixed using mesh smoothing.

    3. NOW we export as OBJ. Be sure to hide everything else aside from the clothing item. You can choose DAZ or Poser presets; it doesn't matter.

    4. Re-import the OBJ using the same DAZ/Poser preset.

    5. Fit the item to the figure in question. Choose unsupported and no projection map since we want to keep the current shape. The clothing item should now inherit the figure's bone structure.

    6. Apply mesh smoothing as needed. You may want to re-export the mesh-smoothed version, re-import back as a morph or OBJ, then turn off mesh smoothing as it's not needed anymore.

    And now...

    - To get back the original morphs, first convert the new clothing OBJ back to a figure (Edit->Object->Rigging->Convert to Figure), then use the transfer utility to transfer the morphs from the original clothing. Be sure to click on Morph Targets and check "All" from Under Source.

    - To get the custom bones back, SY has a bunch of tutorials with various methodologies:

    http://sickleyield.deviantart.com/journal/Tutorial-Saving-Gen-4-Custom-Bones-on-Conversion-417250347

    http://sickleyield.deviantart.com/journal/Tutorial-Custom-Bone-Rigs-G2F-to-Genesis-Convert-398192766

    http://sickleyield.deviantart.com/journal/Tutorial-Keeping-Bones-On-TU-Conversion-Fast-Way-449218737

     

    Oh awesome! Thank you! :D I've saved this and added it to my Daz tutorials and will be trying it out - I really appreciate you taking the time to explain how to do it! You rock!

    Post edited by 3Diva on
  • mtl1mtl1 Posts: 1,508
    edited August 2016
    mtl1 said:
    mtl1 said:

    I've found good success in exporting/re-importing clothing as OBJs then fitting as unsupported items with no projection template. Loss of morphs and rigging can be transferred back in through the transfer utility too.

    I'd love to see a tutorial for newbies like me on how to do this! :D

    1. Don't export to OBJ yet!

    2. Without fitting/parenting the clothing item to your figure, use the built-in morphs, deformers, etc to approximate the fit to the figure. Doesn't matter if it's not exact; some parts can be fixed using mesh smoothing.

    3. NOW we export as OBJ. Be sure to hide everything else aside from the clothing item. You can choose DAZ or Poser presets; it doesn't matter.

    4. Re-import the OBJ using the same DAZ/Poser preset.

    5. Fit the item to the figure in question. Choose unsupported and no projection map since we want to keep the current shape. The clothing item should now inherit the figure's bone structure.

    6. Apply mesh smoothing as needed. You may want to re-export the mesh-smoothed version, re-import back as a morph or OBJ, then turn off mesh smoothing as it's not needed anymore.

    And now...

    - To get back the original morphs, first convert the new clothing OBJ back to a figure (Edit->Object->Rigging->Convert to Figure), then use the transfer utility to transfer the morphs from the original clothing. Be sure to click on Morph Targets and check "All" from Under Source.

    - To get the custom bones back, SY has a bunch of tutorials with various methodologies:

    http://sickleyield.deviantart.com/journal/Tutorial-Saving-Gen-4-Custom-Bones-on-Conversion-417250347

    http://sickleyield.deviantart.com/journal/Tutorial-Custom-Bone-Rigs-G2F-to-Genesis-Convert-398192766

    http://sickleyield.deviantart.com/journal/Tutorial-Keeping-Bones-On-TU-Conversion-Fast-Way-449218737

     

    Oh awesome! Thank you! :D I've saved this and added it to my Daz tutorials and will be trying it out - I really appreciate you taking the time to explain how to do it! You rock!

    Also keep in mind that this is pretty much the only way to re-use older generation stuff -- like Victoria/Aiko 3 clothing -- without mesh distortion due to the weight-map redistributions and re-projections. The V3 and A3 clones for Genesis don't work very well. There are, of course, 3rd party programs out there but this is my preferred way of doing it since it has a monetary expediture of exactly zero dollars :)

    edit: I'll probably post a video of me doing this sometime in the future. Depends on how much time I have in the evenings now that I'm back from my summer break.

    Post edited by mtl1 on
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