Clothes from MD appear stretched out when posing in DAZ3D
in The Commons
Hey guys,
So i have exported a garment out of MD to model in DAZ3D , as an obj file . I even used Transfer utlity to transfer the garments . However, when i change the poses from a T - pose to a DAZ3D pose, the UV mapping of the garments appeared stretched out and cannot conform to the model's pose.
How do i fix this?
Thanks

Comments
I think i need some screenshots. For one, UV mapping doesn't "conform to a models pose"...so I don't know what you mean. UV mapping has nothing to do with poses.
I haven't had any problems with exporting MD assets and importing them to daz with the transfer ultility. You just need to make sure your UV's are set up how you like in MD first, or use a 3rd party tool to adjust them how you like.
Hi larsmidnatt,
This is what i meant
Your mesh is stretching a lot, so the texture is stretching with it - make sure when exporting that you have a high enough resolution (look at the morphing fantasy dress or another dress you like for an idea what density works well) and also that you are using quads and not triangles in your mesh.
To really minimize this stretching, you need to work with the weight maps to have the leg bone not pull so hard on the center of your mesh, when it moves. You can do that with manually painting the maps or you can use a good dress template that already has the weight mapping optimized - SickleYield's (in the store here) are the best, in my opinion.
Transferring over the rigging from the MFD(morphing fantasy dress) is also a good option. That has been my reliable tempalte for each generation(and it's cheap if you are a pc member).
http://www.daz3d.com/forums/discussion/comment/876696/#Comment_876696
The MFD gives you a bunch of controls that are not linked directly to the legs so you have more control when posing.
When you create a new garment for Daz Studio, whether you are using Marvelous Designer or another modeling program, you need to adjust the weight maps on the garment after fitting it to your character. When you use the transfer utility, the weight maps from the character are transferred into the clothing, and of course the way a shoulder bends on skin is not going to be the way it bends on cloth, to the weights need to be different. Skin stretches when it moves, so the weight maps reflect that... but clothing for the most part does not stretch, it drapes. Adjusting the weight maps will help with the majority of the stretching. After that, you need to create JCMs to remedy any addition misbehavior by the clothing during a joint rotation. This is one of the things that makes clothing creation take so long for us PAs... trying to make sure the clothing moves correctly when you pose the figures and does it with as little distortion as possible.
Hey Slosh. Sorry for taking up that old thread again. I create Freebie Cloth and I spend hours painting Weight Maps, because I never now wich one affects wich movements. Especially the crotch Ara of Pants is always a Pain. Do you know any good tutorials or can you give any routine or advice of how you could do this the best way? And how do you create JCM's I read several tutorials on that, but I never understood how it's really done correctly and especially, how they are triggered from the base figure. Are there any easy to follow tutorials too? It would be great to have a "start to end" tutorial on rigging clothing. Thanks in advance for your help!
Beat578, I wish I knew of some tutorials I could point you to, but I don’t. I use zbrush for my JCMs. It’s a matter of importing the pose into zbrush and then adjusting the garment to fit the joint rotation smoothly by moving and smoothing vertices into a decent shape, then importing the corrections back into Daz Studio as a morph (JCM) and linking it to the joint rotation through the Property Hierarchy. I really don’t know any tutorials that teach that. I’m sorry
Here's a basic one on JCMs!
Oh Cool SickleYeld, thank's thats a start finally. And thank's anyway Slosh! It's cool all those PA Pro's don't just create but also share their knowledge and skills with us. I think that's what makes the DAZ Community so special.