Diomede's Notepad, Sketchpad, and Chilling Pad

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  • DiomedeDiomede Posts: 15,073
    edited November 2022

    Import Add-On Mesh to Match the New Garment Wearable Preset

    I cleared Daz Studio and started with a new empty scene.

    Load the saved wearable preset shirt without any Genesis 9 in the scene.

    Use the import dialogue to bring in the mesh of the OBJ for the add-on bridges.

    In this example again I use the Carrara preset in the import dialogue.  Just be consistent.

    I used the surface tab to make the add on mesh red but it was still hard to confirm the import was a good fit.

    So I temporarily turned off the visibility of the shirt to check the add-on mesh.  The bridges appear to have loaded where they should.  Again, I have not done smoothing.  Be consistent.

    ee35 empty scene again.jpg
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    ee36 load the shirt that is wearable preset base resolution.jpg
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    ee37 in scene with the wearable preset version of shirt load the addon obj.jpg
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    ee38 import obj dialogue consistent.jpg
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    ee39 import obj set red just to double check load.jpg
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    ee40 turn off visibility of shirt confirm all add ons load.jpg
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    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,073
    edited November 2022

    Convert the Add-On to a Conformer for the Shirt and Save as a Figure Prop

    The scene should have the shirt garment and the add on.

    Use the transfer utility to convert the mesh add on to a conformer for the shirt.  Shirt is the source and the add on is the target.  No smoothing in this example, but be consistent.

    Save the converted add-on figure as a figure-prop asset and try to use the same product name as the main shirt garment.

    ee41 select addons and fit to base shirt.jpg
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    ee42 trnsfer utility of add ons to base shirt.jpg
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    ee43 save the addons as a figure prop asset.jpg
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    ee44save the rigged add ons as a figure prop asset.jpg
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    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,073
    edited November 2022

    Apply DForce Add-On to Add-On Mesh and Save as Wearable Preset

    I cleared the scene.

    I loaded the main shirt that was saved as a wearable preset and that has DForce applied.

    I loaded the saved add-on figure and fit to the wearable preset shirt.  

    I selected the add-on figure and used the simulation tab to assign a DForce Dynamic Mesh Add-On

    Selected the Add-On figure and confirmed that the surfaces tab shows some DForce channels.

    Select the main shirt and then Save As to save the Add-On figure as a wearable preset for the garment.

    ee45 empty scene.jpg
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    ee46 load base shirt that was wearable preset with dforce.jpg
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    ee47 load and fit the addons to the wearable shirt.jpg
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    ee48 with adon selected use simtab to set dforce add dforce dynamic surface addon.jpg
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    ee49 confirm add on mesh has dforce surfaces.jpg
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    ee50 with base shirt selected save a wearable preset.jpg
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    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,073
    edited November 2022

    Combine Shirt Garment Wearable Preset with Add-On Wearable Preset and Save

    Clear scene again

    Loaded a standard genesis 9 base figure (not the development rig).  

    Load the shirt garment wearable preset so it conforms to the G9 and is parented to it.

    Select the shirt garment and then load the add-on wearable preset so it fits to and is parented to the shirt.

    Confirm that the garment and add on have DForce channels in the surfaces tabs.

    Select the Gensis 9 base figure.  Use Save As to save the shirt garment that has the add-on as another wearable preset. 

    The save as dialogue comes up.  Check only the garment and the add on.  This is the result wanted.

    ee51 empty scene again.jpg
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    ee52 load regular genesis 9 fresh.jpg
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    ee53 load the shirt wearable preset that had dforce surfces.jpg
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    ee54 with parented conformed shirt selected load the wearable preset version of addons .jpg
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    ee55 confirm addon shirt has dforce settings.jpg
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    ee56 with g9 selected save as wearable preset and select the shirt that now hs addon.jpg
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    ee57 check the shirt and the addon.jpg
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    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,073
    edited November 2022

    Test the Completed Garment with Thickness in DForce Simulation

    Cleared the scene

    Loaded a base Genesis 9 (applied a base skin to see test better).

    Loaded and conformed the Garment wearable preset that also has the add-on wearable preset.

    I used surface to make the add-on figure red to check but it was hard to see.

    I did a DForce simulation on base shape and default pose.

    The shirt DForced and the edges seemed to retain their thickness.

    ee58 empty scene again.jpg
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    ee59 loaded fresh g9 base and applied female skin 1.jpg
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    ee60 load thewearablepreset that has dforce short with dforce addon.jpg
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    ee61 turn addon red just to see.jpg
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    ee63 sim results with no movement and no morph and no smooth seems ok.jpg
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    ee62 simulate.jpg
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    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,073
    edited November 2022

    More Tests with Subdivision, Smoothing, Figure Morphs, and Joint Bends - Seems to Work as Intended

    Base no movement and no bend.

    Morph basic feminine FBM

    Some twisting and bending focus on waist hem seem to hold OK

    Increase resolution and smoothing still seems OK

    Try with Victoria 9 FBM and some bend and twist.  Waist hem seem preserve thickness.

    ee63 sim results with no movement and no morph and no smooth seems ok.jpg
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    ee64 sim morph g9 to base fem seem ok.jpg
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    ee65 did some twisting and bending with fem morph and unsmoothed addon seem to hold.jpg
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    ee66 use high res mesh smoothing 1 and hem seem to hold.jpg
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    ee67 victoria 9 morph and bend seem to work OK.jpg
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    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,073
    edited November 2022

    Conclusion - For Garments Intended to Use DForce, one can use an add-on to preserve thickness of the edges.

    Follow the steps outlined above.  Use any modeling program you want.  The key is to be able to curl the edge inward and then create a second mesh that has a bridge connecting the edge curled inward to an edge of the main garment. Each vertex must match for the add-on to be maximum effective.  Set the opacity of the add-on to zero so it is not visible in renders or you may have some undesirable artifacts.

    Post edited by Diomede on
  • MadaMada Posts: 1,865

    Great - thanks for setting up a walk through :) it will help people for sure!

  • DartanbeckDartanbeck Posts: 21,194
    edited November 2022

    Interesting and entertaining as always, my friend!
     

    dForce has been a fascinating ride for me lately. I've been using dForce products from the store to use as my visual guides and learning from their setups.

    Linday's Classic Long and Curly Hair with dForce is what drove me head-first into dForce (and Daz Studio) and here, his Boyfriend Tee Shirt for Genesis 3 Female works beautifully in dForce even though it's not a dForce item. I know this is no big deal of information since it's not that hard to get thigns to work in dForce, but I just found that some things (like this) just seem to work out of the box simply applying the dForce to the garment.

     

    Good to come back and catch up on all of this, Diomede! Love this channel!

    RT7Dry_PersuedByMaskSupe01a098.png
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    Post edited by Dartanbeck on
  • DiomedeDiomede Posts: 15,073

    Loving Rosie's progression using Studio's newer developments.  Keep up the great work.  I will be watching.

  • DiomedeDiomede Posts: 15,073
    edited November 2022

    Creating a Base Genesis 9 Base Starter Shirt in a Simple Modeler

    - don't have Marvelous Designer or similar? here is a link to a tutorial screenshot series on creating a shirt in a simple modeler.  I used Carrara, but the same approach works in Hexagon, Blender, Silo, or any other basic 3D modeling program.  The tutorial includes the final mesh which is free for any use personal or commericial, including being used as a starter for your own variations.

    No one asked me - Diomede posts screenshots on whatever - Page 40 - Daz 3D Forums

    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,073
    edited December 2022

    Diomede said:

    Practice Workflow for Upcoming Genesis 9

    Return to Genesis 1

    Genesis 9 and Genesis 1 each uses the same base for both the female and the male figures.  This is different from Gensis 2-8 which had separate figures for male and female.  In anticipation of release of Genesis 9, I am revisiting the original unimesh genesis 1.  I have an old copy of Marveous Designer before they went subscription so I don't have all the tools, but I can use it to make a quick loose skirt for the Genesis 1 Basic Female shape morph.  Will then use reverse deformation in the transfer utility when rigging the for Daz.

    I am loosely following the very generous Jay Versluis and John Holden (Fugazzi) who held a webinar shortly after the announcement of G9 release.  I will provide a link to their video with an edit.  But for my own memory aid, I will be posting a series of screenshots on a Marvelous Designer to Daz Studio unimesh workflow.  So here we go.

    Update - they did release Genesis 9 (obviously), it is Gender-bob-ulous, the aforementioned Genesis 1 workflow did indeed have lots of useful info.  I went ahead and created similar loosely folded skirt in Marvelous Designer designed for the Victoria 9 shape, turned it into a conforming figure, and applied DForce for Victoria 9 and for a mixed up G9 Male+Monster shape.  I think the results are a good starting point.  The steps are outlined below.

    Results Victoria 9 Shaped Textureless G9 Dummy and Male Mix Monster Wearing Skirt

    Note that UVMap allow 3rd party pattern applied

    077 result dforce drape bend leg.jpg
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    082 ao abstract fabric applied.jpg
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    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,073
    edited December 2022

    Victoria 9 Loose Folds Skirt Marvelous Designer to Daz Studio Workflow

    Create an Victoria 9 Avatar for Use in Marvelous Designer (note, my version of MD is not the most current)

    - Start a Daz Studio Scene and Load the Genesis 9 Development Rig (not Victoria 9 character because that has some scaling).  I applied the material for body references but not necessary.

    -- Mods!  This is not a naked Genesis 9.  This is a textureless G9 weariong a bodysuit with detail references.

    - In parameters tab, dial the Victoria 9 morph to 100, but do not touch the Victoria 9 proportion dial.

    - Use File Export to save out the obj.  I am using the daz Studio scale because Marvelous Designer has an option for the same scale.  Just be consistent.

    - Save to a place where you can find your Marvelous Designer Avatars.  I save to my MD dedicated Avatars folder where MD looks by default but just make sure wherever you save you don't forget.

     

     

     

    001 load Genesis 9 Dev Load and then apply the G9 Feminine Landmarks and set base color to sometheing i did yellow.jpg
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    001b dial g9 to victoria 9 here i did not do proportion change hope that is correct.jpg
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    002 file export.jpg
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    003 save to where have objs for marvelous designer avatars.jpg
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    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,073
    edited December 2022

    Adding V9 Avatar to Marvelous Designer

    - Start up Marvelous Designer.

    - Quads! Use settings menu for 3D to quads before do anything else.  

    - Use the Add menu to load the avatar.

    - Navigate to where you saved your G9 developer OBJ with V9 morph dialed up

    - In settings, make sure same scale as exported from Daz.  In my case, Daz scale.  Your more recent copy of MD may have other useful settings for automatic arrangement points, etc.

    - V9 avatar loads on the left hand side

    005 new marvelous designer scene add avatar.jpg
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    005b MD settings under 3d make sure check quads.jpg
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    006 navigate to where saved avatar.jpg
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    007 avatar add settings use daz studio scale.jpg
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    008 victoria 8 avatar loads in left side.jpg
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    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,073
    edited December 2022

    Measuring V9 Avatar Waist

    - I plan to create a waistband first, then attach a skirt.  I will measure the narrow part of the waist and divide by 2 to get the approximate length of each waistband panel.  Not being exact.

    - The avatar menu has measurement tools.

    - The waist is about 26 inches.

    - I will be using two panels, and making slightly too small, so each panel length should be under 13 inches.  Just planning at measuring stage, not being exact yet.

    009 measure from avatar menu circumference two options.jpg
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    010 note that there is also avatar tape measurement.jpg
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    011 26 inch waist.jpg
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    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,073
    edited December 2022

    Waistband Panels - Use Polygon Menu Rectangle

    - in the 2D area menu, click the Polygon tool to activate.

    - draw a horizontal rectangle roughly 13 inches long (again, don't need to be exact at this stage because can set length manually)

    - MD provides guides as you go when your points generate 90 degree angles, or when lines are paralell, and similar references.

    - Right click on the rectangle to bring up a menu

    - for this example I choose copy from the menu

    - right click again and then choose paste from the menu

    - a second panel that is a copy of the first appears.

    - (note - other useful features are symmetrical patterns, symmetrical with sewing,... but I am not using them for this project because my main skirt will be a circle)

     

    012 polygon tool in 2d view.jpg
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    013 draw 13 inch line for one half of 26 waist.jpg
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    014 complete rectangle at 90 degree angles.jpg
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    015 right click on panel to bring up menu.jpg
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    016 copy and right click paste.jpg
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    017 copy of panel comes in place.jpg
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    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,073
    edited December 2022

    Arrange Panels in 3D view (left side with avatar) - (use arangement points if you have them)

    click on a panel in 3D voew (left side) and a gizmo to manipulate the panel appears.

    - use the gizmo arrows to move the panels to the front and back of the waist.

    - note that both panels point forward.  Want the back panel to point away from the body.

    - flip the rear panel by right clicking it to bring up a menu and choose flip normals.  the selection color will go from bright yellow to a darker color.

    018 use gizmos arrows to move second panel to back but note yellow face wrong way.jpg
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    019 right click back panel to flip normal.jpg
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    020 see that the rear panel darker color.jpg
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    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,073
    edited December 2022

    Segment Sewing - Attach Front and Back Panels

    - Find the segment sewing tool.  In my old version of MD, the segment sewing tool is in the top right above the 2D viewing panel.  Newer versions may use different submenus.

    - In the 3D view, click the side of one of the panels.  It glows and a cross bar appears telling you if you have picked the upper or lower part of the segment. 

    - In this case, I picked upper part of the side of the back panel.  See it glowing?  So I want to sew it to the upper part of the side of the front panel on the same side.  Do so with a click.

    - A colored set of multiple sewing lines appear connecting the two panels being sewed together.  The new lines should not cross.  If they cross, use undo, and then try again.

    - Repeat for the other side

    - Notice that the 2D view also shows the segment sewing, but it it harder to see because the sides are not as logically arranged.

     

    021 segment sewing tool.jpg
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    022 click part of one panel note up or down here i clicked upper half.jpg
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    023 click corresponding upper half front see that connector lines do not cross.jpg
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    024 other side.jpg
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    025 see that the 2d view also has connector lines.jpg
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    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,073
    edited December 2022

    Drape Simulation - Use Space Bar

    Time to sew the panels together and simulate the clothing on the 3D avatar.  In this case, the result should just be a waistband.

    - Press the spacebar.  Marvelous Designer then goes to work and you can see your results.

    - In this case, the waistband fits pretty well in first trial because it was done to approximate measurement. 

    - But it could be better.  I want this tighter to help support the skirt that will be attached.  Could do so with other property features, but will edit length next.

    026 press space bar to start simulation and see that the waistband connect like a belt.jpg
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    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,073
    edited December 2022

    Secondary Editing - Adjusting Panels Already Draped - Tighten Waistband

    - Will edit the existing panels.  Could have addressed this earlier but I want to show editing toosl with more general applications for later use.

    - You are not stuck with your first draft panels.  You can edit the edge lines and corner points.

    - To manually set line length, in the 2D view, right click on a horizontal line of one of the waistband panels.

    - A line editing menu appears.

    - I want the total circumference of the waistband to be 24.5 inches instead of 26, so I will manually set each horizontal line length to 12.25, which is half of 24.5.

    - Note that I check the 'both' option so that the line is adjusted from each side.  This will keep the top and bottom the same and 90 degree rectangular.

    - Repeat for both panels.

    - Press space bar again and the waistband will get tighter arond the V9 avatar waist.

     

    027 can change the length of lines by right click on line.jpg
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    028 set new length 1225 and both so at mid.jpg
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    030 press space bar again for simulation and see tighter fit.jpg
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    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,073
    edited December 2022

    Main Skirt - Circular Panel Method

    In this example, I am going to use a circular panel with a hole in the center to create the main skirt.

    - Begin by clicking the polygon tool in the 2D menu. 

    - There is a submenu which can be set to elipse.

    - Hold shift key to constrain a circle elipse, and drag to create size of circle.  The display divides outer circle in 4.  I dragged until total circumference was about 100, which was four equal segments of roughly 25 each.

     

    031 2d view polygon set to elipse.jpg
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    032 hold shift and drag for circle and here i made each of 4 segments 25 and 25 is waist.jpg
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    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,073
    edited December 2022

    Creat Center Hole for Waist - Internal Lines

    - Want a new circle inside the original.  Going to do this by offsetting the circle as an internal line.

    - Select the outer cirle and right click to bring up the editing menu

    - Choose offset as internal line.

    - Select the new internal circle.  On the right hand side is a menu with the properties of the selected line.  See the length.  Want in vicinity of waist (roughly 25).  Here it is 26.9, which is good for now.

    - Convert the internal line to a hole by right clicking and using the pop up menu.

     

    033 right click and offset as internal line.jpg
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    034 result select new internal line and check length on right here it is 26 point 9.jpg
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    035 right click on line and convert to hole.jpg
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    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,073
    edited December 2022

    Arrange Circular Skirt in 3D View

    - want to sew the center hole to the bottom horizontal lines of the waistband panels.

    - notice in the 3D view, the circle might not face the way wanted. 

    - use the gizmo tools to translate and rotate the circle so its normals face up (brighter yellow faces up) and the hole roughly lines up with the waist of the avatar

    036 see circle 3d view face wrong way select so gizmos appear.jpg
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    037 move circle in place by waist with yellow faces up.jpg
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    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,073
    edited December 2022

    Sewing the Waistband Bottom to the Hole Edges

    - Will be using the 'free sewing' tool to sew multiple segments at a time

    - click the inner part of the circle and go half way around (selecting an area corresponding to one waistband panel)

    - click the bottom of the corresponding waistband panel

    - check to see if the sewing lines are straight or if they cross.  Undo and try again in reverse if they are crossed.

    - repeat for the other panel, again checking to make sure the sewing lines are straight, not crossed

    038 free sewing tool.jpg
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    039 click inner circle of oval then go half way click again then click lower corner corresponding waist and click end of that waist then repeat for other half.jpg
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    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,073
    edited December 2022

    Simulate Drape of Sewn Skirt

    - Press the spacebar and watch the magic drape!

    - Check around the avatar to make sure panels sewed as expected.

    - Result is a loose skirt with many folds

    - But perhaps too short.  Will show how to change length next.

    040 press space bar to simulate and get skirt with folds.jpg
    1341 x 979 - 114K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,073
    edited December 2022

    Adjust Skirt Length

    - Going to use 'offset pattern line' to manually adjust skirt length.  There are other ways.

    - In 2D pattern area, right click on outer edge of the circle

    - Line editing menu appears.  Choose offset pattern line.

    - I chose to lengthen the skirt by 4 inches.  Adjust to your own taste.

    - The initial result may look strange at bottom of skirt because needs to be draped again.

    041 right click to bring up menu and see offset pattern line.jpg
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    042 offset line 4 inches to make longer skirt.jpg
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    043 see skirt longer but probs at ends.jpg
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    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,073
    edited December 2022

    Simulate Adjusted Skirt - Space Bar Again

    - press space bar again after adjusting skirt length

    - watch the magic happen

    044 press spacebar to smooth out end of skirt.jpg
    1484 x 954 - 126K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,073
    edited December 2022

    Create Shading Domains, Material Zones

    It would be good to set different surfaces for the waistband than the main skirt

    - Especially if intended for Daz Study DForce or Carrara VWD.  Want to set different drape properties for the waist band, or exclude entirely.

    - In 2D view, select the two waistband panels at the same time.

    - In upper right menu click 'assign' and assign to new fabric

    - A new fabric is created.  Choose a name like belt or waistband.

    054 select aist panes right click anf assign to new fabric.jpg
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    055 and named the fabric three belt.jpg
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    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,073
    edited December 2022

    Arrange UVMap

    If intended for Daz Studio, is good to gather all panels on single square of UVMap grid (one UVMap).

    - The panels themselves are generally excellent UVmaps

    - In the upper right menu, chenge 'simulation' mode in drop down menu to 'UV Editor' mode.

    - Move all panels to the square that is positive 0,0, which is 0 in X direction and 0 in Y direction.

    - You may have to scale, etc. to fit

    056 upper right change to UV editor.jpg
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    057 with UV view enabled upper right move panels to single square positive zero in both x and y direction.jpg
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    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,073
    edited December 2022

    Export Skirt OBJ

    - Return to simulation mode from UV editing mode in upper right

    - Select all the panels in the 2D view

    - Use File : Export menu

    - In export menu, export all selected, and make sure have chosen Daz Studio scale, see screengrab for settings in this example, welded comes to mind

    058 return to simulation view and select all panels.jpg
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    059 file export obj selected.jpg
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    060 save settings make sure weld and make sure daz studio scale.jpg
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    Post edited by Diomede on
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