A marvelous designer plugin would be the best solution for daz studio, as MD is not out of reach for the hobby user. Optitex is certainly a no go because of to expensive.
but daz first need some solutions for the IK and timeline.
A marvelous designer plugin would be the best solution for daz studio, as MD is not out of reach for the hobby user. Optitex is certainly a no go because of to expensive.
but daz first need some solutions for the IK and timeline.
Very true; tweaking the pose when it's nearly finished can (and frequently does) play hell with what's been done.
They spend Millions making high end games like Assasin's ,Arkham ,Gost etc etc
Wish we had there budget for are 3Ding.We could have all kinds of fun with millions ;)
But are 3D and games 3D is a bit different ,just about every thing you see in a game isn't done like we do.
game are a lot of tricks n illusions ,even the lighting.
but every year they get closer.
DAZ could leave Studio,Carrara,Bryce as seprate app's but also sell Studio,Carrara,Bryce all in one single app.
DAZ could call it the ultimate 3D APP !!! That would be cool.
Wouldn't hurt to ad better box modeling tools to Carrara.
...I'd rather see a Studio, and improved 64 bit Hexagon, and 64 bit Bryce 3D suite as the connectivity is already there. Along with the bridges to Photoshop and ZBrush one could have a very powerful and solid toolbox for far less than the top end pro software.
Been getting a little weary of the "one 3D programme does all" approach as it either results in a "J.O.A.T" situation or becomes incredibly unwieldy and complicated (as well as expensive).
They spend Millions making high end games like Assasin's ,Arkham ,Gost etc etc
Wish we had there budget for are 3Ding.We could have all kinds of fun with millions ;)
But are 3D and games 3D is a bit different ,just about every thing you see in a game isn't done like we do.
game are a lot of tricks n illusions ,even the lighting.
but every year they get closer.
DAZ could leave Studio,Carrara,Bryce as seprate app's but also sell Studio,Carrara,Bryce all in one single app.
DAZ could call it the ultimate 3D APP !!! That would be cool.
Wouldn't hurt to ad better box modeling tools to Carrara.
...I'd rather see a Studio, and improved 64 bit Hexagon, and 64 bit Bryce 3D suite as the connectivity is already there. Along with the bridges to Photoshop and ZBrush one could have a very powerful and solid toolbox for far less than the top end pro software.
Been getting a little weary of the "one 3D programme does all" approach as it either results in a "J.O.A.T" situation or becomes incredibly unwieldy and complicated (as well as expensive).
Well instead of calling it the Ulatimate 3D App ,DAZ could call it DAZ Jack Daniels ;)
Wouldn't hurt to add Carrara's Dynamics in to IRADIUM :)
What contract with MM ? is there any actual statements from DAZ or are we guessing about all of this ?
What is MM?
Think that should have read ,What contract with Optitex http://www.optitex.com/en ?
Is there any actual statements from DAZ or are we guessing about all of this ?
"Think that should have read ,What contract with Optitex http://www.optitex.com/en ?
Is there any actual statements from DAZ or are we guessing about all of this ?"
It's not MM it's MD for Marvel Designer but I was getting MD n Optitex confused.
MD goes with Poser.
To the best of my knowledge, there is no direct conduit for Poser and MD. You would work with it the same way we work with MD and Daz Studio, or many other programs.
The issue with Dynamic clothing in Poser has always been that items made of multiple pieces, even those made in the latest edition of Marvelous Designer, fall apart at the seams - literally. A dynamic cloth-making program would have to automatically convert the clothing item to a continuous unbroken mesh with no seams. While MD 5.5 claims to have this ability in the splash screen, I haven't found it just by loading the default ruffled dress pattern. Maybe it only works with newly created content, maybe you have to make the two intended pieces a certain way, I don't know. It's certainly not "click part 1, click part 2, click merge" as advertised even in their tutorial.
The exploding mesh issue is directly responsible for the lack of dynamic cloth content. Why spend hours (at least) making an outfit that has intricate details or made from a complex pattern only to watch it fall apart as soon as you click "Play"? It's disheartening to watch, and an outright insult that it has not been fixed in Poser (which has had dynamic cloth for over a decade now at least).
I'm fairly new to Daz Studio (been using it for only about 4-5 months) and have tried several times to use "dynamic clothing" and can't figure it out. Every time I try and put it on a figure there is massive poke through EVERYWHERE. I really don't get how dynamic clothing works nor how to get it on a figure without all the poke through. Conforming clothing, on the other hand, is easy - just tell it to "fit too" and it does. There usually isn't poke through and if there is it's pretty minor and easy to fix by using the adjustments that usually come with it.
Actually, it was a lot of stress combined with a lot of help from people in the forums before the tutorials made much sense to me. Having said that, there are a few on YouTube that helped, too. Use search words "optitex daz".
Actually, it was a lot of stress combined with a lot of help from people in the forums before the tutorials made much sense to me. Having said that, there are a few on YouTube that helped, too. Use search words "optitex daz".
The issue with Dynamic clothing in Poser has always been that items made of multiple pieces, even those made in the latest edition of Marvelous Designer, fall apart at the seams - literally. A dynamic cloth-making program would have to automatically convert the clothing item to a continuous unbroken mesh with no seams. While MD 5.5 claims to have this ability in the splash screen, I haven't found it just by loading the default ruffled dress pattern. Maybe it only works with newly created content, maybe you have to make the two intended pieces a certain way, I don't know. It's certainly not "click part 1, click part 2, click merge" as advertised even in their tutorial.
When you export you have to select the weld option. Then it welds all the sewn seams in the exported OBJ so they won't fall apart. In my experience it works well.
I'm fairly new to Daz Studio (been using it for only about 4-5 months) and have tried several times to use "dynamic clothing" and can't figure it out. Every time I try and put it on a figure there is massive poke through EVERYWHERE. I really don't get how dynamic clothing works nor how to get it on a figure without all the poke through.
This is curious. The basic steps for dynamic clothes are to load the cloth item, in the dynamic cloth tab you then select the item and pick things you want it to collide with. For clothes this would be the figure you want it to fit on. You can actually deselect parts of the figure like the head or hands if it's a sleeveless dress, for example, so it calculates faster but you don't have to. Then once you have collision items picked, you can run the simulation.
I haven't seen poke through problems so I'm wondering if you haven't selected the collition items you really want? It will only collide with the things you tell it to, it just goes through everything else.
One other thought on poke through, even if you have the correct collision item I have noticed poke through at spots and you can play around with starting/stopping the drape to try to catch a moment when it's less, since it's changing with each calculation. But that's pretty hit or miss. So often I freeze the simulation (converts the cloth into a prop) and apply a smoothing modifier to sort out the poke through. If you have the dyncreator script, you can then turn the prop back into dynamic cloth item if so desired.
On thing I've toyed with is creating a geoshell of the character but keepint it invisible and having the cloth collide with it instead of the character. This would in theory provide a little space buffer and probably eliminate a lot of the spotty poke through but I haven't actually done it. Worth a try if this is a real problem for you.
Dynamic clothing is nicer looking but it's really only possible if the end-users, that's us, do an inordinate amount of work to get it situated and draped properly.
Really, personally, I've pretty much decided to dump plans to buy more Optiplex dynamic clothing despite owning the plugin and some optiplex clothing unless they actually do something to makes the costs of what they are selling worth those costs - meaning clothing a DAZ character in optiplex Dynamic Clothing should be easier than to cloth the same character in DAZ Conforming clothing.
It's pretty easy to get conforming clothing to look good with the right lighting and a few quick minor adjustments. Why waste time and money on optiplex dynamic clothing when they have sat on their laurels for so long?
quite simple, posing a figure with conforming clothes is much faster than with dynamic clothes. Second thing, conforming clothes are fitting better (my experience)
I agree that there are situations where working with conforming clothes is just way easier especially if the clothing has a lot of fitting and styling morphs or you have something like Fit Control which I can't live without. However, there are times when dynamic is a much better option and it is nice to have that option so it is a good idea to know how to use it. That being said, the Optitex stuff is just way too expensive for what you get and it doesn't always work the way it should. I do like the plugin and have much better results with that little script we aren't supposed to talk about. I like that I can take any outfit or almost any outfit and turn it into something I can drape easily. Using the timeline during the draping process gives me even more freedom than using the conforming clothes. I have to admit that I have done some pretty extreme poses that most vendors don't take into consideration when making styling morphs even when they go to the trouble of making enough for the average user.
I've found that I use dynamic clothing for very specific items: Dresses, specifically the skirt portion, coats/jackets and capes/cloaks. I've found very little difference between conforming and dynamic clothing like most shirts and pants. Even the top of dresses don't really change much. I've been using the DynCreator scripts that I bought at Renderosity to help, but it takes some time to 'glue' certain portions of the mesh. You also can't use a conforming piece for DynCreator. You have to work with the original OBJ model, but that doesn't affect the textures at all. Just a tad more work, but the results can be more than worth it.
One other thought on poke through, even if you have the correct collision item I have noticed poke through at spots and you can play around with starting/stopping the drape to try to catch a moment when it's less, since it's changing with each calculation.
There's another option, although I think it's only in the full paid-for plugin. Open the Dynamics tab, then the Preferences sub-tab (this is the bit not in the free plugin, I think) and tick the Face-Body Intersection box. If you don't do this, by default the wireframe mesh of the cloth is going to collide with the mesh of the object under it; this allows bits of the object to poke in between the mesh of the cloth. Ticking the box allows collisions between the actual polygon faces of the two objects. Note that it isn't infallible, I still sometimes have to try hitting the "stop drape" button at exactly the right millisecond.
The way I dealt with poke through is I froze the object once I got the animation to the frame I wanted. Then I could apply smoothing to it. Seemed to work pretty well. This won't work for animations obviously, but for stills with a realistic flow to clothing, it works quite well. Here's one I did with a cloak.
Something that was promised a couple of years back and never came about. Alex and Ken are working on a dynamics engine for this purpose as well as making LAMH more dynamic.... Can't wait!
I personally love dynamic clothes a little more then the conforming ones. Sometimes conforming clothes tend to hug the figure a little more then I would like, and I love the added look of wrinkles and movement, especially in long dresses or shirts. It gives them a more lived in look imo.
Poser did wonderful dynamics, never used the dynamics in Studio yet but they did impress me and suck me back in with this new render engine, so I will give them the benefit of the doubt. ;)
When I was still using Poser I used dynamic clothing quite a bit. Of all things about Poser, it's dynamics are what I miss most. I've made some dynamic clothes as well. The truth of the matter is, dynamics only really make a difference when it comes to things like loose blouses, skirts and capes. Everything else you can get away with conformers quite easily. So dynamic isn't necessarily the best choice in every scenario.
FWIW, I'm looking forward to seeing what's coming up for DS users. I know there's a few dynamic solutions in the pipeline. Can't wait to see them all ;).
Dynamic clothing is nicer looking but it's really only possible if the end-users, that's us, do an inordinate amount of work to get it situated and draped properly.
Really, personally, I've pretty much decided to dump plans to buy more Optiplex dynamic clothing despite owning the plugin and some optiplex clothing unless they actually do something to makes the costs of what they are selling worth those costs - meaning clothing a DAZ character in optiplex Dynamic Clothing should be easier than to cloth the same character in DAZ Conforming clothing.
It's pretty easy to get conforming clothing to look good with the right lighting and a few quick minor adjustments. Why waste time and money on optiplex dynamic clothing when they have sat on their laurels for so long?
It is easier; it is only when you're using conforming in the posed and draped positions (by the PAs that provide such features) that they are both quicker and look good; conforming is always quicker, it seldom looks as good.
I use almost all dynamics, as it is easier to get believeable clothes that way; and it is less work most of the time. The amont of images (including MANY promo shots) I see with clothing that looks like it has static clothes, and is spoilt by that fact is incredibly high.
We're used to seeing it, and so our eye and brain compensate for the issue. The same is true of hair and of poses; a figure sat on a chair is also 'in' the chair too, not perched on top.
It's been said elsewhere; the skin looks incredible when rendered; clotheing too can look incredible; hair and cloth dynamics are years behind.
I'd actually stopped buying clothes; it was only when dynamics became somewhat viable (and much more so with VWD) that I started occasionally buying them again. What tends to get an item returned is the lack of depth on clothes; cloth has thickness.
I for one most definitely do not prefer static - because static is how it looks.
A Cloth Dynamic system will only "look good" when the developer uses proper techniques. This seldom happens because it is extraordinarily hard to get right. There are many more variables that affect the "draping" of the cloth than most ever realize. It is not hard to write a "springs and collision" mesh deformer that simulates simple cloth, and this has been shown many times as "new clothification of conforming clothing". But when it is actually released all of the hallmarks of not doing any research show up... buttons that bend like the cloth, seams that add no rigidity, parts that separate where the mesh isn't welded, and so on.
Comments
A marvelous designer plugin would be the best solution for daz studio, as MD is not out of reach for the hobby user. Optitex is certainly a no go because of to expensive.
but daz first need some solutions for the IK and timeline.
Very true; tweaking the pose when it's nearly finished can (and frequently does) play hell with what's been done.
...I'd rather see a Studio, and improved 64 bit Hexagon, and 64 bit Bryce 3D suite as the connectivity is already there. Along with the bridges to Photoshop and ZBrush one could have a very powerful and solid toolbox for far less than the top end pro software.
Been getting a little weary of the "one 3D programme does all" approach as it either results in a "J.O.A.T" situation or becomes incredibly unwieldy and complicated (as well as expensive).
Well instead of calling it the Ulatimate 3D App ,DAZ could call it DAZ Jack Daniels ;)
Wouldn't hurt to add Carrara's Dynamics in to IRADIUM :)
What is MM?
Think that should have read ,What contract with Optitex http://www.optitex.com/en ?
Is there any actual statements from DAZ or are we guessing about all of this ?
http://www.daz3d.com/optitex is http://www.optitex.com/en Right ?
It's not MM it's MD for Marvel Designer but I was getting MD n Optitex confused.
MD goes with Poser.
Difficult to think with the bright lights in your eyes.
Wish DAZ would hurry up with those 3D Printed sun glasses ;)
"Think that should have read ,What contract with Optitex http://www.optitex.com/en ?
Is there any actual statements from DAZ or are we guessing about all of this ?"
Conjecture.
To the best of my knowledge, there is no direct conduit for Poser and MD. You would work with it the same way we work with MD and Daz Studio, or many other programs.
Use color that site! if you are in firefox or something like this to avoid the radioactive snow. No perfect, but you don't lose your eyes.
The issue with Dynamic clothing in Poser has always been that items made of multiple pieces, even those made in the latest edition of Marvelous Designer, fall apart at the seams - literally. A dynamic cloth-making program would have to automatically convert the clothing item to a continuous unbroken mesh with no seams. While MD 5.5 claims to have this ability in the splash screen, I haven't found it just by loading the default ruffled dress pattern. Maybe it only works with newly created content, maybe you have to make the two intended pieces a certain way, I don't know. It's certainly not "click part 1, click part 2, click merge" as advertised even in their tutorial.
The exploding mesh issue is directly responsible for the lack of dynamic cloth content. Why spend hours (at least) making an outfit that has intricate details or made from a complex pattern only to watch it fall apart as soon as you click "Play"? It's disheartening to watch, and an outright insult that it has not been fixed in Poser (which has had dynamic cloth for over a decade now at least).
I'm fairly new to Daz Studio (been using it for only about 4-5 months) and have tried several times to use "dynamic clothing" and can't figure it out. Every time I try and put it on a figure there is massive poke through EVERYWHERE. I really don't get how dynamic clothing works nor how to get it on a figure without all the poke through. Conforming clothing, on the other hand, is easy - just tell it to "fit too" and it does. There usually isn't poke through and if there is it's pretty minor and easy to fix by using the adjustments that usually come with it.
Once I figured dynamics in Daz out, that's all I use now.
Could you recommend a good tutorial? I've yet to figure out how to do it.
Actually, it was a lot of stress combined with a lot of help from people in the forums before the tutorials made much sense to me. Having said that, there are a few on YouTube that helped, too. Use search words "optitex daz".
Ok, thanks, WillowRaven. :)
When you export you have to select the weld option. Then it welds all the sewn seams in the exported OBJ so they won't fall apart. In my experience it works well.
This is curious. The basic steps for dynamic clothes are to load the cloth item, in the dynamic cloth tab you then select the item and pick things you want it to collide with. For clothes this would be the figure you want it to fit on. You can actually deselect parts of the figure like the head or hands if it's a sleeveless dress, for example, so it calculates faster but you don't have to. Then once you have collision items picked, you can run the simulation.
I haven't seen poke through problems so I'm wondering if you haven't selected the collition items you really want? It will only collide with the things you tell it to, it just goes through everything else.
One other thought on poke through, even if you have the correct collision item I have noticed poke through at spots and you can play around with starting/stopping the drape to try to catch a moment when it's less, since it's changing with each calculation. But that's pretty hit or miss. So often I freeze the simulation (converts the cloth into a prop) and apply a smoothing modifier to sort out the poke through. If you have the dyncreator script, you can then turn the prop back into dynamic cloth item if so desired.
On thing I've toyed with is creating a geoshell of the character but keepint it invisible and having the cloth collide with it instead of the character. This would in theory provide a little space buffer and probably eliminate a lot of the spotty poke through but I haven't actually done it. Worth a try if this is a real problem for you.
It's old but there is still a lot of useful information in this tutorial and is what I used to learn how to use the Dynamic Clothing plugin.
Plus these videos will add to your draping skills:
Dynamic clothing is nicer looking but it's really only possible if the end-users, that's us, do an inordinate amount of work to get it situated and draped properly.
Really, personally, I've pretty much decided to dump plans to buy more Optiplex dynamic clothing despite owning the plugin and some optiplex clothing unless they actually do something to makes the costs of what they are selling worth those costs - meaning clothing a DAZ character in optiplex Dynamic Clothing should be easier than to cloth the same character in DAZ Conforming clothing.
It's pretty easy to get conforming clothing to look good with the right lighting and a few quick minor adjustments. Why waste time and money on optiplex dynamic clothing when they have sat on their laurels for so long?
quite simple, posing a figure with conforming clothes is much faster than with dynamic clothes. Second thing, conforming clothes are fitting better (my experience)
I prefer conforming clothes with adjustment morphs
I agree that there are situations where working with conforming clothes is just way easier especially if the clothing has a lot of fitting and styling morphs or you have something like Fit Control which I can't live without. However, there are times when dynamic is a much better option and it is nice to have that option so it is a good idea to know how to use it. That being said, the Optitex stuff is just way too expensive for what you get and it doesn't always work the way it should. I do like the plugin and have much better results with that little script we aren't supposed to talk about. I like that I can take any outfit or almost any outfit and turn it into something I can drape easily. Using the timeline during the draping process gives me even more freedom than using the conforming clothes. I have to admit that I have done some pretty extreme poses that most vendors don't take into consideration when making styling morphs even when they go to the trouble of making enough for the average user.
I've found that I use dynamic clothing for very specific items: Dresses, specifically the skirt portion, coats/jackets and capes/cloaks. I've found very little difference between conforming and dynamic clothing like most shirts and pants. Even the top of dresses don't really change much. I've been using the DynCreator scripts that I bought at Renderosity to help, but it takes some time to 'glue' certain portions of the mesh. You also can't use a conforming piece for DynCreator. You have to work with the original OBJ model, but that doesn't affect the textures at all. Just a tad more work, but the results can be more than worth it.
There's another option, although I think it's only in the full paid-for plugin. Open the Dynamics tab, then the Preferences sub-tab (this is the bit not in the free plugin, I think) and tick the Face-Body Intersection box. If you don't do this, by default the wireframe mesh of the cloth is going to collide with the mesh of the object under it; this allows bits of the object to poke in between the mesh of the cloth. Ticking the box allows collisions between the actual polygon faces of the two objects. Note that it isn't infallible, I still sometimes have to try hitting the "stop drape" button at exactly the right millisecond.
The way I dealt with poke through is I froze the object once I got the animation to the frame I wanted. Then I could apply smoothing to it. Seemed to work pretty well. This won't work for animations obviously, but for stills with a realistic flow to clothing, it works quite well. Here's one I did with a cloak.
I personally love dynamic clothes a little more then the conforming ones. Sometimes conforming clothes tend to hug the figure a little more then I would like, and I love the added look of wrinkles and movement, especially in long dresses or shirts. It gives them a more lived in look imo.
Poser did wonderful dynamics, never used the dynamics in Studio yet but they did impress me and suck me back in with this new render engine, so I will give them the benefit of the doubt. ;)
When I was still using Poser I used dynamic clothing quite a bit. Of all things about Poser, it's dynamics are what I miss most. I've made some dynamic clothes as well. The truth of the matter is, dynamics only really make a difference when it comes to things like loose blouses, skirts and capes. Everything else you can get away with conformers quite easily. So dynamic isn't necessarily the best choice in every scenario.
FWIW, I'm looking forward to seeing what's coming up for DS users. I know there's a few dynamic solutions in the pipeline. Can't wait to see them all ;).
Laurie
It is easier; it is only when you're using conforming in the posed and draped positions (by the PAs that provide such features) that they are both quicker and look good; conforming is always quicker, it seldom looks as good.
I use almost all dynamics, as it is easier to get believeable clothes that way; and it is less work most of the time. The amont of images (including MANY promo shots) I see with clothing that looks like it has static clothes, and is spoilt by that fact is incredibly high.
We're used to seeing it, and so our eye and brain compensate for the issue. The same is true of hair and of poses; a figure sat on a chair is also 'in' the chair too, not perched on top.
It's been said elsewhere; the skin looks incredible when rendered; clotheing too can look incredible; hair and cloth dynamics are years behind.
I'd actually stopped buying clothes; it was only when dynamics became somewhat viable (and much more so with VWD) that I started occasionally buying them again. What tends to get an item returned is the lack of depth on clothes; cloth has thickness.
I for one most definitely do not prefer static - because static is how it looks.
A Cloth Dynamic system will only "look good" when the developer uses proper techniques. This seldom happens because it is extraordinarily hard to get right. There are many more variables that affect the "draping" of the cloth than most ever realize. It is not hard to write a "springs and collision" mesh deformer that simulates simple cloth, and this has been shown many times as "new clothification of conforming clothing". But when it is actually released all of the hallmarks of not doing any research show up... buttons that bend like the cloth, seams that add no rigidity, parts that separate where the mesh isn't welded, and so on.
Kendall