Application that allows converting Genesis Clothing to V4?

TigersanTigersan Posts: 17
edited June 2017 in The Commons

I use V4, and i wont switch to Genesis for many reasons, but main reason is that i have customized my V4 rig to extent that would take me a LONG time to do it again on Genesis, and even if i did it im a Poser user therefore Using Genesis on poser is a PITA. So there I wont switch to Genesis ever... I hear about tons of applications that convert clothes from V4 to G1 G2 G3 etc, but not the other way around? WHY? Or is there such application and I have just missed it? Anyways I'm absolutely happy with my V4 all i need is more clothes... :/

Post edited by Tigersan on

Comments

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,100

    there is Crossdresser 4 XD4 by Evilinnocence

    you need a license for V4 and you use the Poser companion files or create them and geometry (usually an autosaved obj you may need to look for)

    is a lot of fiddling around but does work with any extra bones and morphs too.

  • scorpioscorpio Posts: 8,533

    Doesn't Poser have a fitting room and Warddrobe wizard?

  • CybersoxCybersox Posts: 9,281

     

    Tigersan said:

    I use V4, and i wont switch to Genesis for many reasons, but main reason is that i have customized my V4 rig to extent that would take me a LONG time to do it again on Genesis, and even if i did it im a Poser user therefore Using Genesis on poser is a PITA. So there I wont switch to Genesis ever... I hear about tons of applications that convert clothes from V4 to G1 G2 G3 etc, but not the other way around? WHY? Or is there such application and I have just missed it? Anyways I'm absolutely happy with my V4 all i need is more clothes... :/

    It's like asking why can't cars fly?  The simple answer is that neither V4 or Poser are technically capable of doing AutoFit in the way that the Genesis figures do in DS.  DAZ didn't just decide to scrap further development of the extremely popular V4 product line on a whim.  They developed Genesis because they wanted to add features like AutoFit, and the only way to do that meant dropping the old Poser base and building a new kind of figure from the ground up.  As noted above, there are some things like Crossdresser and Wardrobe Wizard, but using them is kind of like comparing driving into a tire store where they change your tires free of charge while you wait with a nice cool drink, or getting your tires delivered to you in a box with a jack and a tire iron.  The end results may be similar, but one's a heck of a lot easier than the other.

    As it stands, you may not have much of a choice on Poser, since the word is that Smith MIcro has apparently cut most of the development team loose.    

     

  • duane_moodyduane_moody Posts: 132

    Even if you export Genesis clothing to .obj format, import it into Poser making sure weld vertices is checked, and then bring it into Poser's Fitting room, it's likely that the converted clothing figure will still have some unwelded vertices where "body" parts meet. The result is a conforming clothing item that looks right – until you pose it and random vertices explode outward. This is because Poser's "weld vertices" .obj import option doesn't do a good enough job of matching near-adjacent vertices.

    Why aren't clothing items created with tightly welded vertices? I don't know. For what it's worth even some V4 clothing sold here that works fine in normal use starts to show this problem if you use Fitting room to try to add new morphs to those clothing items. There are utilities which will do a better job of welding but I forget their names. Blender now has a modifier with a configurable tolerance for doing welds on meshes. I haven't used either.

    Even if you're able to get that right, it's still on you to ensure body movements and morphs don't distort rigid items like cuffs, collars, plaquets, and of course fasteners like buttons and zippers. At this point you might be better off using those meshes as dynamic cloth (and again, segregating all the semi-rigid and rigid components). Your reward after THAT'S done is manually converting all the 3Delight/IRay material nodes to their Firefly/SuperFly equivalents, and there's not even a guide to doing this much less a utility.

    There's 10+ years' worth of clothing items for V4 out there. You might be better off kitbashing existing items, or even learning how to model and rig your own. 

  • nonesuch00nonesuch00 Posts: 18,729

    Doesn't something like VWD work on everything from V1/M1 to Genesis 3?

  • CybersoxCybersox Posts: 9,281

    Doesn't something like VWD work on everything from V1/M1 to Genesis 3?

    Yes, but VWD isn't a fitting tool, it's dynamic cloth and hair.. and while it's better than either DS or Poser's native dynamics, it still comes across a lot of items it doesn't like.     

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,100

    if you are only working in DAZ studio, you can convert V4 to weightmapping and use the transfer utilty to fit clothing that has been morphed to her clone shape on another figure and converted to a prop.

    Save as a support asset.

    Is not terribly good trying to export to Poser or Carrara though.

  • wolf359wolf359 Posts: 3,931

    Even if you export Genesis clothing to .obj format, import it into Poser making sure weld vertices is checked, and then bring it into Poser's Fitting room, it's likely that the converted clothing figure will still have some unwelded vertices where "body" parts meet. The result is a conforming clothing item that looks right – until you pose it and random vertices explode outward. This is because Poser's "weld vertices" .obj import option doesn't do a good enough job of matching near-adjacent vertices.

    Why aren't clothing items created with tightly welded vertices? I don't know. For what it's worth even some V4 clothing sold here that works fine in normal use starts to show this problem if you use Fitting room to try to add new morphs to those clothing items. There are utilities which will do a better job of welding but I forget their names. Blender now has a modifier with a configurable tolerance for doing welds on meshes. I haven't used either.

    Even if you're able to get that right, it's still on you to ensure body movements and morphs don't distort rigid items like cuffs, collars, plaquets, and of course fasteners like buttons and zippers. At this point you might be better off using those meshes as dynamic cloth (and again, segregating all the semi-rigid and rigid components). Your reward after THAT'S done is manually converting all the 3Delight/IRay material nodes to their Firefly/SuperFly equivalents, and there's not even a guide to doing this much less a utility.

    There's 10+ years' worth of clothing items for V4 out there. You might be better off kitbashing existing items, or even learning how to model and rig your own. 

     

     

    THIS^

  • jestmartjestmart Posts: 4,449

    Must figures and clothing for Genesis 1-3 are continuous meshes that may or may not have grouping (DAZ's generation 4 figures and much of the clothing are too).  Poser's Wavefront object importer always cuts meshes apart by their groups.

  • wolf359wolf359 Posts: 3,931

    "Poser's Wavefront object importer always cuts meshes apart by their groups."

     

     

    Unless the OP takes her exported Daz clothing meshes into a modeling application and deletes the group tags
    which will kill the UV assignments but no matter as the 3DL/Iray textures will be useles anyway.

  • jestmartjestmart Posts: 4,449

    Grouping and UVs are not linked.  I can remove groups without destroying UV mapping in Blender, or I can simply import just the UVs and not the groups.  The flaw is in Poser's importer not the meshes.

  • wolf359wolf359 Posts: 3,931

    "Grouping and UVs are not linked."

    You are correct of course
     I was thinking in terms of C4D where my I tend to use groups for my material assignments because I plan to use Pure
    Blender cycles proceedurals supplanting the need to even have an UV assignments such as this Spacesuit I created for the G2 male..Not a single image based "texture"


     

     

  • Richard HaseltineRichard Haseltine Posts: 108,079
    jestmart said:

    Grouping and UVs are not linked.  I can remove groups without destroying UV mapping in Blender, or I can simply import just the UVs and not the groups.  The flaw is in Poser's importer not the meshes.

    That depends, I think, on the application - it's no longer true, as far as I know, but 3DStudio max used to be unable to chnage grouping or materials without wiping UVs etc. Lightwave adn modo, on the other hand, are very good for extensive edits without breaking the UVs or morphs loaded as vertex maps.

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