Transfer Utility
I am new to DAZ3D but I have purchased some content and done some basic secenes. I wondered how easy it would be to create my own clothing, and rigging it for use in DAZ. I am familiar with 3DS Max and could create the meshes there. I looked at the Transfer Utility in the DAZ Catalog, and was about to purchase it when I saw a note at the end saying it was already included in Daz 4.9 Pro, which is what I have installed, according to Help->About. So I went looking for instructions on how to use it. One tutorial said click on the Scene tab and click on Transfer Utility, but it wasn't there. Another tutorial said Scene Tab, Options Menu -> Assets -> Transfer Utility, but I can't find this either. I looked in the online help and everything to do with the transfer utility is marked WIP (I assume work-in-progress) and tells me I do not have authority to see it. So I am stumped. Can anyone help me?

Comments
You should be able to find it under window->panes.
Modeling the clothing mesh is the easy part IMO. getting the transfer utility to rig it properly is a whole other issue.
I am still using 4.8 so the transfer utility is at EDIT > object/figure > transfer Utility for me
to find transfer utility in Daz 4.9 there are 2 places.
The one you want the mesh transfer utility can be found at Edit> Object> Transfer utility ( its the first one on the list of the drop down menu )
The second one used for conforming items or figure rigging transfers can be found at Edit> Figure> Transfer Utility ( again its the first one on the list of the drop down menu )
I hope that helps.
Forgive the newbie question, but what is the "Transfer Utility" for?
Transfers the rigging from a weight-mapped figure to clothing or whatever to make it conforming.
Acting like I know what I'm talking about, and happy to be corrected here:
(and not as a 'correction' to @fixmypcmike, who is dead on correct in his description and terminology, nor patronizing to @divamakeup, who prolly knows most of this stuff better than I)
In newbee language, with the following 'not-so-obvious' industry definitions:
- figure = a 3D mesh (net) containing 'bones' or a skeleton, where the act of moving the bones moves the mesh too - as distinct from an unboned mesh, which is called a 'prop'. Clothing meshes without skeletons are considered props, and won't move with a figure as you'd probably like and expect, until more information is attached to those clothes (or any sort of mesh).
- rigging = the bones that 'attach' to the mesh (much like our bones, but note that mechanical things like car parts, gears, or cabinet doors can be 'rigged' for motion with bones as well.)
- weight-map = how 'tightly' the bones are 'attached' to the mesh (e.g. the forearm would be mapped differently than the elbow for realistic movement - an art in itself)
- conforming = when a mesh (like a shirt) is setup to mimic the underlying character mesh (like a human or creature) to follow the same bone movements and shaping adjustments, it is said to be 'conforming' and can then follow the underlying 'figure' movement when posed and reshaped (morphed).
With that said, the transfer utility transfers (actually copies) the bone/mesh relationship of one 'figure' (e.g V4) to another mesh figure (a dress model/mesh), so that instructions to pose or morph the first mesh (V4) can be followed by the second mesh (the dress), making it a 'conforming' item - which is what we've come to naturally expect in our character/clothing interactions. The product creators have to take the raw clothing mesh (from a modeller like Hexagon) and "Transfer(s) the rigging from a weight-mapped figure to clothing or whatever to make it conforming", or it'll just sit there. The DS 'autofit' function is doing this with non-character directed clothes using rough estimations, where a product producer can really fine-tune the mapping to a specific character (e.g. G3F) for the best results.
The famous 'Poke Through' is a side-effect of this mapping and transferring process not being perfect (for a large number of reasons), usually showing up in extreme movements and morphs that test the ability to map multiple different meshes with the exact same 'instruction set'. It's amazing how well it works.
Wish I knew this stuff a long time ago, as much forum reading was lost on me having no idea that a 'figure' was a very specific term (vs a 'prop').
I hope someone finds this helpful, and again, corrections are encouraged.
--ms
Another thing it can do is transfer material groups, so if you have an OBJ and redo the material groups on it, use the "Transfer Utility"
to get the new groups!
Oh nice! That sound handy!
Thank you! :D This is definitely something I hope to learn more about. I appreciate you taking the time to share some of what you've learned! :)
You may wnat to look at this
http://www.daz3d.com/daz-studio-content-creation-mastery-part-1