Calling SickleYield: Generating Morphs w/ VWD Results

ebergerlyebergerly Posts: 3,255
edited August 2017 in The Commons

A while back I think I did this successfully, but now I can't get it to work...

I have a rigged clothing object in D|S. I apply VWD to do a cloth sim, and the result it names xxx_VWD, and it's just a mesh object (unrigged).

So now I want to convert that to a rigged object, using the Transfer Utility. So I choose the base rigged clothing used as the source for the sim, the sim result (xxx.VWD) as the target, and no matter what settings I try all I get is a rigged version of the original clothing object prior to the sim.

Previously I recall the big issue was getting double morphs injected into the result, and as long as you manually delete all the morphs with Properties Editor you're fine. But now I don't get that. Just a duplicate of the original rigged clothing object. 

Anyone know what's going on? Thanks. 

Post edited by ebergerly on

Comments

  • barbultbarbult Posts: 26,426

    I don't have VWD, so this is a guess, but I would think that you would just want to load the simmed clothing as a morph with Morph Loader Pro, not rig it with Transfer Utility.

    Hopefully someone who owns VWD will come along with a more definitive answer.

  • Is xxx_VWD loaded as a prop, with no trasnforms or morphs applied? Can't you load the xxx_VWD file as a morph for the original clothing figure?

  • ebergerlyebergerly Posts: 3,255

    Yeah, VWD generates the xxx_VWD mesh as a result of the simulation. It basically copies the rigged clothing mesh and uses that duplicate mesh to run the sim, then just adds that resulting mesh as a simple mesh object. 

    Maybe that's what I did before....used the sim result as a morph target

    I'll give that a shot. 

    Thanks. 

  • ebergerlyebergerly Posts: 3,255
    edited August 2017

    HEY IT WORKED !!! (Well, not yet...)

    My initial problem was it couldn't create the morph because geometry didn't match, so I checked the file size of the morph OBJ vs the file size of the base clothing OBJ and the morph was HUGE. Turns out when I saved the morph OBJ it included the character and a whole bunch of stuff. 

    And once I cleaned out the scene, and remembered to select "Reverse Deformations" on the Morphloader Pro options, it works fine.

    Thanks !!!!

    Post edited by ebergerly on
  • ebergerlyebergerly Posts: 3,255
    edited August 2017

    Although now when I load the new rigged clothing into a scene it looks fine, but as soon as I fit it to a morphed character, it gets grossly distorted. 

    And I even went into Properties Editor and deleted all the associated morphs, so now there's only the one morph associated with the rigged clothing, and that's the Morphloader morph.

    Hmm....

    EDIT: I have it so if I zero the shape of the base character I'm fitting the clothing to it works fine. Somehow it's inheriting the morphs from the base character even after I deleted all the morph properties of the new clothing.

    Post edited by ebergerly on
  • Yes, if there's no morph named so-and-so and if so-and-so on the base figure is set to AutoFollow then DS will generate a moph in the fitted item. Reverse Deformations on loading the morph shoul remove the effects, so that you get an item that fits the base shape and looks right when the morphs are set.

  • ebergerlyebergerly Posts: 3,255
    edited August 2017

    Richard,

    So are you saying I should set the base conforming clothing to AutoFollow, then load the morph using MorphLoader, setting Reverse Deformations, and then fit the conforming clothing to the character, and it should work?

    Because I just tried that and it's still distorted when I put the morph dial at 100%.

    Forgive me, I'm a complete moron when it comes to conforming clothing and morphs and stuff. 

    Post edited by ebergerly on
  • The clothing should be fitted to the base and the base should be in the pose/shape the drape was generated from.

  • ebergerlyebergerly Posts: 3,255
    edited August 2017

    Okay, I'm trying to get this resolved and put together a step-by-step procedure for others trying the same thing. Below is what I've done so far, and the last step is where I'm hung up. I'm hoping someone (maybe the awesome SickleYield) will help to correct what I have and finish the final steps:

    "Creating Conforming Clothing from a DAZ Studio/VWD Cloth Simulation

    If you’re going to do a VWD simulation on an existing conforming clothing object, and then convert the resulting mesh to rigged, conforming clothing, it’s best that you use the VWD result as a morph target on the original conforming clothing as follows:

    1. Zero Figure Pose on morphed base figure
    2. Fit conforming clothing to base figure
    3. Do a VWD simulation, making sure you DON’T select any subdivide options, since the vertex count of the base clothing and the morph must be identical.
    4. When simulation is finished, delete everything from the scene except for “xxxx_VWD” mesh
    5. Export “xxx_VWD” mesh as OBJ using default DAZ Studio presets
    6. Delete “xxx_VWD” mesh from scene
    7. Add base conforming clothing to empty scene
    8. Under Parameters/General/Misc, Select “Fit to Mode/Auto Follow Transforms”
    9. Select Edit/Figure/Morph Loader Pro
    10. Select “Convert to DAZ Studio From DAZ Studio”
    11. Under “Preset: Choose Morph Files”, browse to location of VWD mesh OBJ you just saved.
    12. Under the dropdown for the morph file, click on “Reverse Deformations”, and right click to select “Yes”
    13. Click “Accept”, and a window should open and show the morph was loaded successfully
    14. Select the base conforming clothing, and under Parameters there should be a new “Morphs” parameter.
    15. Slide that slider to 100% and you should see your new morph applied to the base conforming clothing
    16. Load your base figure into the scene and zero its pose.
    17. The new morphed conforming clothing should perfectly match the shape of the base figure
    18. Now fit the new clothing to the base figure
    19. Result: with 100% morph applied, new conforming clothing is very distorted and exaggerated, as if it received additional morphs from the base figure  "
    Post edited by ebergerly on
  • At 7, does the figure have the morphs applied that were ineffect at 3?

  • ebergerlyebergerly Posts: 3,255
    edited August 2017

    Richard,

    Step 7 is an empty scene where I bring in the base conforming clothing in preparation for applying the new morph target. So no, I haven't applied any morphs to the conforming clothing to match the G3 morphs used during the cloth sim.

    And there's no figure (eg, G3 or whatever) in the scene. Is that what you mean?

    Post edited by ebergerly on
  • TooncesToonces Posts: 919

    Reminds me of the workflow I used to get slimed suit: https://www.daz3d.com/forums/discussion/163101/wow-i-ve-been-slimed/p2

    Difference seems to be that I used transfer utility at some point with reverse source shape from target checked.

  • ebergerlyebergerly Posts: 3,255
    edited August 2017

    Yeah I tried the transfer utility but the feedback I got was it's better to use Morph Loader and make a morph to the base conforming clothing. Not sure why though...

    And it seems like a great solution and all works great until the final step of "fitting" the newly morphed clothing to the character. Then, KABLOOM !!! 

    Post edited by ebergerly on
  • ebergerly said:

    Richard,

    Step 7 is an empty scene where I bring in the base conforming clothing in preparation for applying the new morph target. So no, I haven't applied any morphs to the conforming clothing to match the G3 morphs used during the cloth sim.

    And there's no figure (eg, G3 or whatever) in the scene. Is that what you mean?

    The clothing should be fitted to the base figure, and the base figure should match the state it was in when you sent the clothing across to VWD - Reverse Deformations works by looking at the non-zero values (its own or passed from the fitted-to figure) on the target of the morph and subtracts those changes from the imported morph, leaving only the changes generated by (in thsi case) VWD. With no deformations applied there's nothing for it to do.

  • ebergerlyebergerly Posts: 3,255

    Wow, it's like magic. Suddenly it works !!

    I'll go thru it from scratch once more and finalize the procedure and repost it for whoever else is interested. 

    Thanks much Richard. You're all awesome and stuff smiley

  • ebergerlyebergerly Posts: 3,255
    edited August 2017

    Okay, it looks like I have a final procedure for converting a VWD mesh into a conforming clothing morph, thanks to Mr. Haseltine. 

    Awesomeness. 

    1. Zero Figure Pose on morphed base figure
    2. Fit conforming clothing to base figure
    3. Do a VWD simulation, making sure you DON’T select any subdivide options, since the vertex count of the base clothing and the morph must be identical.
    4. When simulation is finished, delete everything from the scene except for “xxxx_VWD” mesh
    5. Export “xxx_VWD” mesh as OBJ using default DAZ Studio presets
    6. Delete “xxx_VWD” mesh from scene
    7. Add morphed character in same zero’ed pose and morphed shape as you had in Step 1.
    8. Add base conforming clothing and fit to character
    9. Select conforming clothing, and under Parameters/General/Misc, Select “Fit to Mode/Auto Follow Transforms”
    10. Select Edit/Figure/Morph Loader Pro
    11. Select “Convert to DAZ Studio From DAZ Studio”
    12. Under “Preset: Choose Morph Files”, browse to location of VWD mesh OBJ you just saved.
    13. Under the dropdown for the morph file, click on “Reverse Deformations”, and right click to select “Yes”
    14. Click “Accept”, and a window should open and show the morph was loaded successfully
    15. Select the base conforming clothing, and under Parameters there should be a new “Morphs” parameter.
    16. Slide that slider to 100% and you should see your new morph applied to the base conforming clothing
    Post edited by ebergerly on
  • barbultbarbult Posts: 26,426

    Remember to save your new morph as a morph asset if you want to permanantly keep it. Otherwise, next time you load the clothes, your morph will not be there.

    File>Save As>Support Asset>Morph Asset(s)...

  • ebergerlyebergerly Posts: 3,255

    Okay, thanks. I save the entire conforming clothing as a Scene Subset and that seems to work too.

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