Is it possible to autofit clothing to make it look as if it is too small for figure's frame?
adoniogts
Posts: 98
Hello! :D
I've been researching how to do this, haven't found any answers except using d-formers, but that doesn't achieve the effect I am looking for.
I am trying to manually fit, or auto fit, pants that are too small for the figure, as in if he puts them on, the fabric will strech and it will look too small for the figure's frame. Using autofit just changes the size of the clothing to fit the figure and it loses the illusion that it's too tight... So far I've been successful using d-formers on the clothing and fitting them manually on the figure, but the result doesn't look streched out, as if the fabric is under pressure... Anybody got any ideas how this could be achieved?
Thanks :)
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Post edited by Richard Haseltine on

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That really needs to be done in another application and loaded as a morph - a sculpting application could let you adjust the mesh to look stretched, or a dynamic engine could drape the too-small model. You could then load the shape as a new clothing item or as a moprh for the non-shrunk item.
I've tried using Blender to strech the fabric, still at it tho. What is a dynamic engine? If it could be somehow an automatic fitting, that would be great! :D
smay did the Slinky Suit, which has those kinds of morphs built into it. It's the only outfit I've seen that does that.
I may try to make, projection morph for Actor mesh. If I really need auto- shirink many clothings. Projection morph can generate morph, which only modify Clothing mesh,
Though usually it is used to smooth and remove poke through without morphing Actor mesh. eg clothing smooth around breast work well.
But to stretch and shlink limited parts may be difficult, and need many try and erroer, then if it is only about some clothings, modify each one and import as morph,
(eg you use D-former, or use blender, shrink wrap modifier with vertices weight should offer good result I think)
THen even though you do not make projection morphs, if you have many morphs which can shrink or strech Actor mesh parts already,
eg shrink body parts only or change thin or change body size,, etc
you can try ,tweak those morphs to clothing with fit to one by one. Once you generate morphs, untill you delete clothing from the scene, you can use those morph only modify clothing shape.
Auto generate morphs are usually set as hidden, but show hidden parameter, then trun Actor morph to zero (which you need not) , then you can still tweak only about those generate morph for modify clothing shape.
(projection morphs is almost automatic sysltem which can do same process, and it can controll morph strength as Actor parameter)
I exported the underwear as an object, then imported it back in Daz3d... Followed the steps to make the object a conforming clothing to see if I could fit it on the character to make it seem streched and too small for the frame following these steps:
http://www.versluis.com/2015/03/how-to-turn-a-3d-object-into-conforming-clothing-in-daz-studio/
No success till' now... Maybe I'm doing something wrong in the advanced options of the transfer utility...
Anybody has any ideas?
Had success using the shrink wrap modifier in Blender... But still... How was this done in Daz3d with out using blender? Must have been done using a morphing dial that affects the clothing only! Still looking for a way... Anybody got any ideas?

I think you need not use Transfer Utility for your purpose. if you could deform well in blender,, you may only need to know clear knowledge about Morph Loader (Pro) .
By morph loader, you can import current clothing shape (in blender shrink wraped and defromed with modifier) as morph target,
of your confromed clothing, DS generate morph dial which can change clothing shape to the morph traget shape.
I recommend, serch "morph loader" with google then, learn Morph loader usage.
To deform clothing , we need to use morph which offered from vendor, or we need to make by ourselfs. If you do not like make morph in blender, you need to deform with D-former, or push modifer (offered as DAZ tool), then you may save those new shape as morph of clothings.
I feel push modifer + smooth modifer, (in daz studio) may help. but I do not think it show better result than Blneder modifiers and manuall adjustment. (eg you can use Latice modifier,, in blender ,or propotional editing, or sculpt with move brush etc,,)
If I could make good shape which I need for clothign, I simply import it and use it as morph .
Well I tried it
1. I shrinkwrapped and deformed the pants in blender to fit the figure nice and tight, and saved as an object file.
2. I go to Daz and load the G2 and conform normal pants to the figure
3. Then I select the conformed pants in the scenes pane, and in assets select morph loader pro
4. In morph loader pro I select as preset the shrinkwrapped and deformed pants
5. But when I click accept it fails to create the morph dials and says this message
"Warning: Geometry did not match, failed to create morph."
I don't know what I am doing wrong...
5 is famous problem, when we often see, if you export sub-D mesh or, export with figure attached etc,,
that means, your export pants (in daz studio), policounts and vertex order changed when you import again, without you intention.
maybe setting propblem (import and export obj process) or you cut or connect vaetex without you intention.
I feel,, offer lik of sickle yield you tube tutoriall, seems better and clear guide you. have you seen it already?
you can make morph, (ther tutoriall show) with posing Figure (template for modify clothing) and clothing too, but import it with reverse defomation option. (in morph loader)
Well I exported the pants from Daz studios as object file, but the figure that the pants where conformed to was not visible. Does that count as exporting with the figure atached? I thought that if you clicked on the eye icon and the figure disapeared it did not go thru as part of the import of the pants from Daz. :/
Could that be it? I'll try... But if it the case, then the only shape I can shrinkwrap in Blender has to be the pant's default shape, without being fitted to the figure?
I'll export from Daz the pants with no figure atached to see if it happens...
I exported from Daz the pants with no figure atached, I shrinkwrapped in Blender and exported as object, then tried to add to the pants in daz with morph loader pro, using the pants object file exported from Blender. as preset.. And it says the same thing.... "Warning: Geometry did not match, failed to create morph." Have no idea what I'm going wrong...
I followed all the steps here... And yet... No success yet....
https://sickleyield.deviantart.com/journal/Tutorial-Requested-Loading-Morphs-in-DAZ-Studio-450007378
I'll keep researching... Thanx for you guidance... :)
1, if you click eye icon of root Figure (eg genesis2F ) ,it hide Figure from 3d view and render, but when you export, it just keep all mesh of child nodes.
then select root figure, and select child nodes, (now select all bones), then in parameter, set un-visible. work . (not export hidden mesh as obj)
2. same Prolbem may happen when you "export obj from daz studio," when you "import obj from blender." and "morph loader setting". you need to set all option correctly.
to test easy, you can check vertex count, in daz and blender. (use Scene info tab in daz studio,,) and in edit mode in blender, show you current selected vertices counts.
You may better, just export and import without modify, then test if morph loader can import morph, (though it should be zero morph, then not produce controller)
check each setting one by one compare with sickle yield process (It is same way we passed already,, then once you find setting, it is not difficult,,)
and did you export bese resolution mesh? you need to export base resolution,,,just confrim,, I often forget it,,
If you try many times, and still could not, please show SS for each setting, (daz export option, blender import option, blender export otpion, and morph loader setting) , Oth others can check and point out, what may cause problem.
Btw I think smay product shrink character mesh too . If you make morph with blender, or use push modifier with weight node in daz, then save it as morph for character, wearable preset can keep those morph value, when fit to. and may auto adjust character mesh as if shrink, around fit area. (though I believe HD morph work better for such purpose,,)
This was my workflow...
1. I loaded G2 figure and made her scale a little bit bigger, so as to transfer the tightness of the bigger body to the pants. The standard scale was 96 and I bumped it up to 103.
(Please review the guidelines here: https://www.daz3d.com/forums/discussion/3279/acceptable-ways-of-handling-nudity#latest for ways to handle nudity. You do not need a skin on your figure to demonstrate the problem. Use a clay shader or something. Also limit the width of images to 800 pixels. ~Mod)
2. I went to the parameters tab, and in mesh resolution, set Resolution Level to BASE and Subdivision Level to 0.
3. In the scenes tab, I opened all nodes and selected them, and in the parameters tab set to "un-visible", which I guess means clicking off the visible dial, and the character disappears.
4. I check the vertices information in the scene's tab docking bar under geometries.
5. I exported as object and named the object pants morph.
6. I opened a brand new Daz session and loaded the pants.
7. I select the pants in the scenes tab and open Morph Loader Pro. I choose the recently created pants morph object, pants morph, as preset, which is G2 scaled a little big bigger and change to YES Reverse Deformities like SickeYield instructed.
8. I click accept and the "Warning: Geometry did not match, failed to create morph" message appears.
What did I do wrong? I'm not getting something! :/
Please confirm it. You make morph for pants, not genesis2female mesh. then you need to set resolution lever as zero for pants. (if it sub-D), to make morph.
did you already load pants in your start scene with your genesis2female actor?
and when you export pants (only), the pant mesh need to be visible. (though I believe you could export pants only, but from your pic, if you hide all,, then export, I just afraid so)
Then I do not know, why you need to scale Figure large, when you export pants,, and you may need not , load new pants.. (though it may work,)
to be simple,, you keep Gen2Figure scale , but you can just re-size Pants after you export pants, , and no need to load new scene and new pants,,
you can keep current scene, just select pants of current scene,, and open morph loader pro.. then import morph target obj, which you exported (and you will re-size
or modify, as morph target obj )
though load new scene, and new pant should work,,but it not morphed for current shape actor at all,, ,, then it make delta morph from non character shape. but I suppose you need to make delta morph for current shape pants which fit for your actor. (character shape will be auto generated)
I am now tweaking Gen3character in blender,, with swimwear ,, , then if you need I show some pic,,and setting, how I adjust swimwear shape in blender, for my character with posing in daz scene.
I plan to make shirink morph for swimwear, to show tan line , which I made from the swimwear,, then return it as new morph for swimwear in current scene.,
(though I use G3F,,) from DAZ scene,, it seems almost same step which you need to know...
1. I just set Actor with posing, and some prop. then I plan to shrink swimwear, and adjust shape for current posed Actor. pic1
2, First hide all in scene tab, then select swimwear, un-parent item, (just to check node easy), and select children of swimwear and set it visible.
then I can export only swimwear mesh. I check resolution, in parameter tab,, and remove sub-D. (I usually keep smooth modifer, if it is used, with interective up-date on,then I can export smooth modifier applied mesh as obj with zero base resolution)
3 select swimwear, then export as OBJ . my setting is different , I set scale 1 % ,keep all axis cordinate for blender. it work for me. (each user like their way,, about setting) , check "ignore invisible node" is important. (your pic setting is almost same I think,,)
4 Open blender,, then import obj first. my setting is keep blender default about size, and Forward , UP . but Keep vertex order, and check Polgy groups.(these two is important)
5 After import mesh only, you can compare, poligon and vertex counts with ds scene tab.
6 then I import actor with neck accessory as template to adjust swimwear. (it is not need to keep vertex count,, just I export them at same time) I need not export hair at this time..
7 play with tools,, then quick deform as I like.
8 after defrom swimwear mesh, export as morph target, form, blender. I just select the mesh witch I need to export. (then if you use shape key,, select current shape with pin) my setting is like that, just keep scale as 1.00
9 return daz studio,, then select swimwear (root node) in daz scene tab. open morph loader, I export mesh as 1% then need to import as 10000% (or use template )
keep axis conversion as same as before. I hope to make morph from current shape (swim wear) then "reverse defomation Yes"
10 finish. when I set this morph 100% it show same shape in blender, I may save this morph,, (if I hope to keep it)
I found the problem... I'm having trouble with the vertices count of the pants... in Daz it says the pants has 10,359 vertices... But after I export from Daz as an object, and import it in Blender, Blender says there are 10.828 vertices... Why are there more vertices after importing? I exported in Daz with the setting you recommended and also with other settings but in the end in Blender it always says there are 10,829 vertices! :'/
I think You exported something another (eg anatomy etc,,) with your pant, without intention.. eg paraetend accesory or , mesh light in your current scene or,, small prop etc,, may better, clear scene,, then just load the pants in DS and export it . then re-import again.
if it work,, that means, you exported mesh with another mesh.
because now I serch the item (thanks wilmap,,,offer many item as free ) , then import it to blender it show 10359 vertices. in blender too.
Confirmed. I opened the pants in Daz, set the resolution level to base and the subdivisions to 0, and exported it... And when I open the exported pants object in Blender, it says it has 10,828 vertices... Not 10,359 like it says in Daz.
I also exported the bras from daz to blender, in daz it says it has 6,672 vertices, but when I open it in blender it says it has 7,091 vertices... The same thing happens doesn't matter what I export...
I am using 2.78c blender wtih current DS version in windows 10. But I have never felt problem to import export process, then after all I do not know what cause difference.
if I go to edit mode,, it show true vertex count of current Active mesh. then I feel if there is something remain, in your bender scene.
then it show vertex count of sum in your scene. (I think you have already imported same obj,, or there is mesh in your blender start scene)
if you go in to edit mode, with select each item,, but blender sitll show difference vertex count, Sorry, I can not help any more. I may test with more and more simple when I find problem. eg export single plane etc.
Thank you for your help and patience... I'll keep researching... Anything I acomplish I'll be sure to post. :)
mmmmmm,,,,,,, I am sorry,,,,But I am sure you will solve it. If you need to confrim ,about your setting etc,, no need to hesitate, I will test samething.
Problem solved... I unchecked the write groups options, and when I exported from Daz as object, with that setting, the correct vertices number appeared in Blender... And the morph was accepted by morph loader pro in Daz after the export from Blender... So I thank you! I finally figured it out! :D
But one last question... How do you think the streching on this clothing was made on the growing figure whilest the clothe stay the same size in this image?
http://imgur.com/a/LIYfc