Wow, I've been slimed...

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Comments

  • The ideal thing to do is convert the prop to figure and treat each prop as a bodysuit.

    Removing bones from fingers/toes etc and extending weight maps of hands feet will allow control of the positioning of the figure that projects from thos parts.

    This will allow you treat it as clothing so more acceptable body shapes and clothing bones(usually the ones with no children) can be used to add more pose options.

    Because its now a conforming item you will have animating and posing options.

    I'll create some examples this weekend.

  • FSMCDesignsFSMCDesigns Posts: 12,846

    Cool, look forward to what you might come up with Wiseavatar

  • RuphussRuphuss Posts: 2,631

    same here

     

    Cool, look forward to what you might come up with Wiseavatar

     

  • So 1st one for you.

    height and weight morphs and posing works with no issue between pelvis and chest upper literally alowing wiggle room.

    I didnt alter weight maps in this one but if i did I'd probably treat it as a dress.

    If theres anything you would like me to try specifically let me know
     

    slimecage1.jpg
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  • This one literally wears as a dress after chucking a rigidity map on the pool.

    She can bend stretch and flail as much as she wants.

    slimepool.jpg
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  • Would you mind posting a quick list of steps you did to get them rigged?  I keep getting exploding geometry because they are being rigged in a non-zero pose.

  • A long long time ago I created "probably" the first correction morph for V4 clothing after using Autofit. I think its still on ShareCG.

    Basically its the same process.....there has been threads discussing it.

    1. Reposition the prop so its as close as possible to the default G3 pose by parenting it to the G3 hip, not the figure as it does by default and then Zero the translations and rotations of G3's Hip.

    2. So you should have prop and G3 at a zero hip position. Now export these as individual objects or send to Hexagon and save as obj there which is my personal choice.

    3.So The G3 object you have will be your Clone and should be sent back to Daz studio so you have the morph available on your G3 figure.

    4. The prop obj you have should now be imported/sent to daz and will be the converted object(this step was needed to reset the position of the figure for using the transfer utility)

    5.Transfer time. old way was use Autofit clone. Now we use Transfer utility. From G3 using the Morph shape to imported prop default shape.

    4. So now whizz bang everything should be rigged but will probably look a bit rough.... time for a correction morph. Pose not morph G3 into the position it was in in part 2 just prior to exporting the clone.

    5. With the rigged prop still fit to G3 Select the rigged prop and use morph loader pro (hexagon import morph fails here for some reason) to create a reverse deformation morph using the exported prop as the obj file.

    6 After a short while The morph file should load to the rigged prop. Find it and dial it to 100 and everything will slide into place nicely.

    7. Optional tartification ie remove bones/weight maps add rigidity maps or even add bones and weight maps.

    This is a Quick and dirty way of getting use out of pretty much anything

    Hope I havn't missed anything

     

  • So the slimette here is moddeling the latest in fashion.

    slimette dress.jpg
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  • Which of the checkboxes did you check on the transfer utility?  I was able to follow your instructions and rig it but not getting as good as results as your last picture.  I also had to zero out the weight map to de-explode the geometry, not sure if that means I missed something.

  • On some items you may find better results by zeroing the pose on collars through to fingers, as I did with slimettes dress. This would prevent the arms dragging geometry away from the main figure.

    I think i may have missed ticking reverse source shape from target as being ticked on step 5. All other tick can remain the same as defaults.

  • WonderlandWonderland Posts: 7,137

    Here is a trick to give it some more versatility. On the props that load outside of the body, like the hands, feet, head, etc, load the prop, then load GF3 and pose, now parent the prop and save as a smart prop. Then save a partial pose where the slime is on the figure. This way you can combine more than one set of props and poses in a scene. This test scene has 3 different props/poses combined

     

    Wow, so cool! I had no intention of getting it until I saw this! Now it's going to the top of my wishlist!

  • WonderlandWonderland Posts: 7,137

    So the slimette here is moddeling the latest in fashion.

    Oh, wow! I wish the product actually came like that! I know I'd never figure out how to do it. I know I'd buy it a lot sooner if I could do THAT! I wonder if the PA would let you sell or give away your updated version, assuming it could be packaged in a way that makes you have to own the original product 

  • TooncesToonces Posts: 919

    On some items you may find better results by zeroing the pose on collars through to fingers, as I did with slimettes dress. This would prevent the arms dragging geometry away from the main figure.

    I think i may have missed ticking reverse source shape from target as being ticked on step 5. All other tick can remain the same as defaults.

    You sir (or ma'am?) are a genius. Your instructions worked great. I was able to do everything except step 6 (reverse deformations). See first attachment for what it looked like before I dialed in the rev deform morph. Then AFTER I dial it in on the prop. Note how the prop translates vertically.

    I'd like to be able to solve that if it makes it look better. But even without the rev deformation morph, it still looks pretty good. The third attachment shows a lot of morphs/poses on G3F and it conforms quite well!

    I'm not sure how to remove bones and alter weight maps, but I do know how to use geometry editor and can always just hide the parts that stick out.

    Some tips for others trying Wiseavatar's steps:

    Step 2 - definitely zero the collars and children bones before exporting so that the hands don't stretch the slime.

    Step 2 - When you do'nt have hexagon, you have to use Export. Make sure thta when you export G3F, the prop is not in the scene (temporarily delete prop). After finishing exporting G3F, undelete prop and unparent, delete G3F and export prop. Otherwise, when you export, you'll be exporting both together.

    Step 3 - Use morph loader pro here, NOT import.

    Step 5 - When picking source for transfer utility, pick Morph, and your new morph will be at the BOTTOM of a huge long list. Also remember to check reverse source shape from target.

    The best part of learning to do this is that I can think of LOTS of other applications for this technique.

    Thanks again!

     

    BeforeRevDef.png
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    AfterRevDef.png
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    Posing1.png
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  • TooncesToonces Posts: 919

    Nevermind! Figured it out. Basically in step 4 (your second step 4, lol), I posed as instructed. But I forgot to zero the hip stuff before morph loader on the prop. Once I did that, ran morph loader, the reverse deformations work...and indeed clean up some of the stretching in that particular pose.

    Excellent tips!

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