Rigging
in New Users
If anyone is interested, and enjoys rigging I have a model that I would like to have rigged for DazStudio.PM me if interested.

Comments
Might get more responses if you specify a little more information such as for legacy or triax? What is it, furniture? critter? humanoid? clothing?
Are you willing to pay or wanting the work done for nothing.
... and I trust you realize that you have the tools for rigging in D/S and you might like to try learning how to as well ;-)
Nobody likes rigging... Rigging is the root canal of 3D modeling. I once offered free lap dances to anyone who would rig a model for me and not one person responded... I probably should have offered food or money, but I was pretty drunk at the time. Forget you read this.
Wait, you wanted me to rig something for that? I thought you just liked me.
Full body outfits are actually quite simple to rig, once they are aligned properly.
That's the tricky part, getting the legs, arms and fingers lined up with whatever character ou are going to rig for.
I've taken a couple figures that were made in 3ds Max and saved as an obj. I then had to take the model into Hexagon and cut out all the human parts, leaving just the clothing.
Then I had to rotate the limbs to get them to line up with the G2 base I was converting it for. Once I finally had everything positioned correctly, I then just sent it to Daz, loaded a G2 figure and did a rigging transfer to auto-rig the outfit.
Put it in a t pose
line it up to the base figure be it genesis G2M & F of G3M or F so it fts
delete the figure and export an obj
reimport it in position and apply your textures
re-add the base figure
open transfer utility under edit pick figure as source your out fit as target
choose bodysuit if wished and add asmoothing modifier
tick reverse from target and run transfer utility
when done save your rigged object not the figure as a support asset figure wardrobe clothing
yeah, when you have an imoble obj file, putting it into a T pose is the hardest part. Lots of careful geometry selection and rotations.
no the opposite way around
your model needs to match the G2 base etc in its default position
so you need to straighten your arms in your modeller or something first as said,
So, a little bit of basic rigging to the undersuit in a modeller to match the position of G2's T pose. I'm guessing it needs to be pretty dawn close? If not, after doing the transfer with the utility it deforms the undersuit mesh.
pretty much yes
Sickleyield on DeviantArt and Patience have some,
http://sickleyield.deviantart.com/journal/Tutorial-G1G2-Clothing-in-Blender-2-428648708
I am pretty sucky at stuff but I can even fit most clothes from other sources obj imported, to triax figures in DAZ studio, it pretty much does all the work for you,
I am not a modeller but scrounge all sorts of stuff like Makehuman, Fuse, Unity and Unreal etc clothing and even Blender made things by others, if it is t posed you can usually size it to fit and apply the rigging and smoothing modifier.
That is a pretty sweet outfit by the way and I may be interested in converting it although I really don't know how to package stuff for other's use. The one's I've done I simply save as a scene subset when I'm done (so I really don't have a backup of them and I don't know what files Daz is looking at to recreate the item when it's loaded into a new scene.
Do you know what modelling software it was originally created in and if it was rigged in that software? If so, it may be easier to get the proper scaling and T pose by exporting a default G2F as an obj, importing it into whatever software, then adjusting the outfit so it lays overtop the G2F exactly. Then re-exporting the outfit.
There is a great rigging tool special made for Blender / Second Life.
Its called »Avastar«, its a add on for Blender and works flawless for rigging.
It allows you to copy / transfer weights from bones and from meshes also
Minitut, actually was covered by JaguarElla pretty good.
Rule One: Model clothing TO the default "T" position of the desired figure to be wearing the clothing.
Minor Detail ... looks very similar to some other suits out there for sale so might be easier to simply buy one.
Rule Two: After all the mesh work is done, then be sure it is "uvmapped" and the Shading Domains/mat zones are assigned.
Generally speaking for clothing on the G figures, it is "one piece" [legacy would be a bunch of pieces]
The important matter is that upon import into D/S, the clothing "lands" on the figure to be clothed "exactly" where it should be. No moving it around.
Then run the Transfer Utility, then on the clothing right-click and apply "Fit to" and "parent" ... and if it doesn't go flying into space, Save it. File > Save As > Figure/prop etc.
..............
Now, since you have the clothing obviously not in the "T" position, IF you can get the G figure into the very same position, load the clothing onto it, run the Transfer Utility using not the default but the "current" whatever for the G figure and default for the clothing ... REVERSE shape or whatever it's called now ... and if the end result looks to be relatively okay, Selecting the G figure, zero the pose. That should bring the clothing in the basic "T" position. If you can unparent it and delete the G figure and it remains that way, great, export it out as .obj, weld it all back together and fix it up on a "T" shaped clothing mannequin. Redo the uvmaps and Shading domains/materials. Then bring it back into D/S and make clothing with it again. Clothing/Wardrobe/Full-Body should get you all the bones required.
Rigging isn't necessary such an arduous task these days ... the main thing is to model it FOR rigging first ;-) It's good experience to learn something of what is required for rigging so certain details can be put into, or left out of, the mesh. Same goes for learning something about making textures as to what helps or hurts on the uvmaps to make texturing an easier task.
Hmmm, I was unaware of the "non T-pose" transfer. I'll have to look for that option.
I tried matching the pose to an outfit before, then ran the transfer as normal but since it wasn't default T, it went all out of whack. I'll have to check the option you mentioned though because I never even looked for it before.
*edit*
It nearly worked, the pose and rigging came out fine, but the tip of the fingers did not :( The gloves on the original were rather long so the tips are bent down.
Can anyone see if they can get it to work. Sent to me by kaotkbliss. Credit to kaotkbliss and a special thanks for their time!
https://drive.google.com/file/d/0ByodZtxbnaNcNkItQThUTURIMm8
I added the obj file that was recreated when I changed the original pose of the suit. I don't know if that was needed by Daz to load the duf file or not...
There is no geometry file...so other than a bunch of 'blocks' nothing is going to come up. The /data/auto_adapted//geometry_3093ec40_40b6_8b15_f079_7f9d19ce9bf4/Spartan_Female_Base.dsf needs to be in the download, too.
Thank you Mjc, I'll get that in there
*edit*
Done. I don't think I need to get a new link as with Dropbox so redownloading from the link above should work.
[URL=http://s773.photobucket.com/user/joshuabouillion/media/Untitled_zpsyqdyysvk.png.html][IMG]http://i773.photobucket.com/albums/yy13/joshuabouillion/Untitled_zpsyqdyysvk.png[/IMG][/URL]
Everything that is downloaded from the zip folder is in the subset folder within C:\Users\Brittany\Documents\DAZ 3D\Studio\My Library\Scene Subsets
(Deleted duplicates. I'm not sure what the image url is to help. When I try the one you have listed, it says no image found.)
Sorry this hasn't been very smooth, I've never tried to share any creations before so I don't know what's needed or how it needs to be organized to work properly :(
I was hoping that at the very least, the missing resource window would pop up and let you browse to whatever files are needed. If anyone can help get these packaged properly, I know joshuaboullion is dying to mess with the outfit.
Well this is strange but I loaded the Spartan_Female_Base.obj from the zip and apparently it's already textured and rigged for Daz, (unless it's just my pc remembering where everything's at.)
If it's not rigged for you you can
1. Load the Base Genesis 2 female
2. Import the Spartan_Female_Base.obj (at 100% I believe)
3. select the spartan base and click on Edit->object->rigging->convert prop to figure
4. select the triax weight map and click ok
5. go to Edit->figure->Transfer Utility
6. in the top left dropdown where it says source: Select an item, select Genesis 2 female and leave item shape as default
7. in the top right dropdown where it says target: select an item, select the spartan female base and leave item shape as default
8. Default settings should be fine, click ok and let it transfer.
9. Select the spartan suit and go to the surfaces tab, under diffuse select the jpg image included in the zip
You should now be able to delete the genesis figure and save the rigged suit as a scene subset.
Dying! ALREADY DEAD! Lol! Don't sweat it, although very determined to get this to work.
Issue might have something to do with the geometry of the obj. file. When imported into Das studio, figure is in bounding box form. Decided to load it up in Hexagon, shows up as a normal mesh. But, if you look at the scene tree and 3D VIEW port nither one is able to be selected. So that might be part of the issue, I hope.
<a href="http://s773.photobucket.com/user/joshuabouillion/media/Untitled_zpskmdlgatv.png.html" target="_blank"><img src="http://i773.photobucket.com/albums/yy13/joshuabouillion/Untitled_zpskmdlgatv.png" border="0" alt=" photo Untitled_zpskmdlgatv.png"/></a>
I almost have it set as a package.
Kaotkblis...yeah, it's remembering everything. The paths in the zip are absolute paths to locations on your hard drive.
I packaged it in the correct layout, generated a normal map and made a material preset that uses the normal (there is alo a displacement map that I'm currently using as a strength map in the preset). The materials are for 3Delight using the Daz Default Surface shader.
Get it here...
https://drive.google.com/file/d/0B8YlVK4HdNhTZHhSa29SWW9MSEk/view?usp=sharing
Is there a tutorial somewhere or could you perhaps outline the steps for me to create a proper package next time?
Here's how I do it:
Step 1. Create a 'Testing' folder...then in that folder create a data directory, Runtime/Textures and whatever you are working on (People/Prop/etc) folder. I usually put a Geometries folder in the Runtime, too. Then in the data, texture and geometry folders create a subfolder with your name on it, in each folder
Then map it in Studio (usually just adding it to Daz formats is fine, but you can add it to Poser formats, too).
2, In the new folders, create a subfolder in each vendor folder with the item/product name you are working on...so you now have something that looks like this...`
(for this I didn't switch the geometry to a 'vendor' folder but just left it in the auto-adapted...)
3. Copy the mesh into the Geometries/vender/product folder and the textures into the Textures/vendor/product folder. Import the item from there and apply the textures. Then do what you need to...like rig it,
4. Save as the asset type...in this case, it will be saved as a figure/prop asset under People/Genesis 2 Female/Clothing (you should probably create all those folders before saving as it may be easier than using the 'New Folder' to create all the subfolders in the Save dialog). Point the save dialog to the vendor/product folder you created earlier.
This should populate the data and 'asset' folders...
5. Then create any materials presets. When saving the first one, add a materials subfolder to the item's folder (do this with the New folder on the Save dialog).
6. Then you can go and create nicer icons, etc and replace the autogenerated ones, add a ReadMe and then zip up the entire 'testing' folder for packaging.
7, Start 'clean' for each product you are packaging. I have a zipped 'blank' stucture that I sometimes use (yeah I forget I have it so) to give me the clean directory.