converting non daz .obj clothing

I have a few obj clothing models that weren't created for any daz figure but I wanted to fit them to a few of my daz figures. I was wondering if someone could point me in the right direction or if anyone would be interested in doing it for me. Of course I would be willing to pay for it.

if interested send a email to [email protected]
Thanks
Jay

Comments

  • FSMCDesignsFSMCDesigns Posts: 12,843

    You will have to use the transfer utility to add the rigging to them and to get a great fit, you will probably have to edit the weight maps, not a fun task.

  • MistaraMistara Posts: 38,675

    carrara 8.5 is a modeling program.

    when you select a vert or group of verts, it gives you the arrows like you see in posing.
    drag the verts or group of verts to wear you want them around the figure.

    found this tutt, from carrara to the ds transfer utility

  • wolf359wolf359 Posts: 3,931

    Hi be aware that any original model geometry
    that you  create yourself or get from an outside source
     becomes the intellectual property of Daz inc.  at the very moment that you reshape it to fit around any Daz Figure

    This is because DAZ  inc considers the genesis human shape  so "unique' that any mesh, of any vertex count quads,tri's ,nurbs point clouds or  N-gons in the entire universe, that occupies the space immediately surrounding their model is "derivative" and becomes their property...NOT yours.wink

  • themidgetthemidget Posts: 287
    wolf359 said:

    Hi be aware that any original model geometry
    that you  create yourself or get from an outside source
     becomes the intellectual property of Daz inc.  at the very moment that you reshape it to fit around any Daz Figure

    This is because DAZ  inc considers the genesis human shape  so "unique' that any mesh, of any vertex count quads,tri's ,nurbs point clouds or  N-gons in the entire universe, that occupies the space immediately surrounding their model is "derivative" and becomes their property...NOT yours.wink

    I wonder how that would actually stand up in a court of law considering existing intellectual property rights concerning somebody's creation?  I'm not sure it's enforceable but don't quote me!  It'll probably depend upon interpretation of the law.

  • Richard HaseltineRichard Haseltine Posts: 108,072

    it isn't that the item becomes Daz' IP - it's that using one of the Daz figures as a mannequin, diectly or indiectly, makes it a derivative product and so subject to the terms of the Daz EULA (so you can use it in your renders, and distribute it as you would any other accessory, but you can't relax or contradict the terms of the Daz EULA).

  • So correct me if I'm wrong if I have clothing that I have purchase form another non daz artist and if I add them to a daz figure it now becomes daz property?

    Again maybe I'm wrong but isn't there a license for using daz figures in things like games, movies, and etc?

  • ChoholeChohole Posts: 33,604
    edited May 2018

    So correct me if I'm wrong if I have clothing that I have purchase form another non daz artist and if I add them to a daz figure it now becomes daz property?

    Again maybe I'm wrong but isn't there a license for using daz figures in things like games, movies, and etc?

    NO,  that is not what is being said. Anything that you do that is purely for your own use is covered by normal licenses.  It is only if you want to convert things, using Daz rigging or toplogy and then want to distribute it to others that you must assure that it is complying with the Daz EULA.

    With Games etc you buy an extra license for the products which you wiush to use.  all content in the store that is allowed to be used in games etc has an option on the store page to purchase the extra license.  You will on the store pages,  below where the add to cart button etc is  it says

    Optional License Add-Ons:
    *Interactive License $50.00
    *Unless otherwise specified, no discounts or offers will apply to License Add‑Ons.


    There are two different things being talked about in this thread, and it is causing confusion.

    Post edited by Chohole on
  • marblemarble Posts: 7,500
    edited May 2018

    Getting back to the original question, I found this video describing a method using the transfer utility. I haven't had chance to try it yet but it looks fairly straightforward. I'm left wondering whether any of the movement morphs from the original clothing are retained but I think they should be.

    Post edited by marble on
  • WonderlandWonderland Posts: 7,133
    themidget said:
    wolf359 said:

    Hi be aware that any original model geometry
    that you  create yourself or get from an outside source
     becomes the intellectual property of Daz inc.  at the very moment that you reshape it to fit around any Daz Figure

    This is because DAZ  inc considers the genesis human shape  so "unique' that any mesh, of any vertex count quads,tri's ,nurbs point clouds or  N-gons in the entire universe, that occupies the space immediately surrounding their model is "derivative" and becomes their property...NOT yours.wink

    I wonder how that would actually stand up in a court of law considering existing intellectual property rights concerning somebody's creation?  I'm not sure it's enforceable but don't quote me!  It'll probably depend upon interpretation of the law.

    This makes no sense. That means that vendors who create clothes for Daz characters cannot sell those clothes here or in similar stores because, according to that theory, they already belong to Daz, which clearly is not the case...

  • edited May 2018

    that video isnt working with these models. After scaling them to be close to the daz figure I use the autofit and the objects disappear. They are still shown in the scene window and now attached to the model but the visability is gone. It happens everytime I use the auto fit tool.

    Post edited by jstanleynwo_dfe90f2acb on
  • Richard HaseltineRichard Haseltine Posts: 108,072

    Any scaling, or othe transforms, applied to the loaded OBJ will be ignored by the Transfer Utility. If you need to adjust the model to line up with base figure you must "bake" the transforms by hiding everything else, exporting as OBJ, and importing that to rig (taking care to use the same preset in the options dialogue for both export and import)

  • Richard HaseltineRichard Haseltine Posts: 108,072
    themidget said:
    wolf359 said:

    Hi be aware that any original model geometry
    that you  create yourself or get from an outside source
     becomes the intellectual property of Daz inc.  at the very moment that you reshape it to fit around any Daz Figure

    This is because DAZ  inc considers the genesis human shape  so "unique' that any mesh, of any vertex count quads,tri's ,nurbs point clouds or  N-gons in the entire universe, that occupies the space immediately surrounding their model is "derivative" and becomes their property...NOT yours.wink

    I wonder how that would actually stand up in a court of law considering existing intellectual property rights concerning somebody's creation?  I'm not sure it's enforceable but don't quote me!  It'll probably depend upon interpretation of the law.

    This makes no sense. That means that vendors who create clothes for Daz characters cannot sell those clothes here or in similar stores because, according to that theory, they already belong to Daz, which clearly is not the case...

    As I noted above, items made to fit Daz figures are, by virtue of the fitting, derivatives and so governed by the Daz EULA - which does allow the sharing and sale of add-ons such as clothing. Using a Daz figure to create a new stand-alone item would not be permissible, however.

  • MistaraMistara Posts: 38,675
    edited May 2018
    themidget said:
    wolf359 said:

    Hi be aware that any original model geometry
    that you  create yourself or get from an outside source
     becomes the intellectual property of Daz inc.  at the very moment that you reshape it to fit around any Daz Figure

    This is because DAZ  inc considers the genesis human shape  so "unique' that any mesh, of any vertex count quads,tri's ,nurbs point clouds or  N-gons in the entire universe, that occupies the space immediately surrounding their model is "derivative" and becomes their property...NOT yours.wink

    I wonder how that would actually stand up in a court of law considering existing intellectual property rights concerning somebody's creation?  I'm not sure it's enforceable but don't quote me!  It'll probably depend upon interpretation of the law.

    This makes no sense. That means that vendors who create clothes for Daz characters cannot sell those clothes here or in similar stores because, according to that theory, they already belong to Daz, which clearly is not the case...

    +1

    clothes items for a particular figure has most of the rigging from the figure, via transfer utility.
    the ease of it is what makes the ds models so appealing.

    say most, the face rigging usually is dropped

    but, i agree, adapting somebody else's clothing geometry and selling it as your own would be out of scope of the licensing.

    Post edited by Mistara on
  • wolf359wolf359 Posts: 3,931
    edited May 2018

     I'm left wondering whether any of the movement morphs from the original clothing are retained but I think they should be.

     

     

     

    No the transfer utility only create a conformer in the shape of your original  imported model

    There is an option to rig a clothing asset based on an already morphed base  figure as well.

    I just rigged this new outfit, I recently created for my film project, with three simple mouse clicks of the transfer utility.

    Any movement  or JCM morphs will have to be added via the morph loader after the basic vanilla rigging is done
    also any rigidity maps will have to be added after the basic rigging

     

     

     

    "After scaling them to be close to the daz figure I use the autofit and the objects disappear. They are still shown in the scene window and now attached to the model but the visability is gone. It happens everytime I use the auto fit tool."

    How are you scaling them??
    Scaling to fit your target  figure base, must be done in a modeling program and exported to Daz studio at the final size for basic rigging via the TU.

     

     

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    Post edited by wolf359 on
  • wolf359wolf359 Posts: 3,931
    edited May 2018

    I have a few obj clothing models that weren't created for any daz figure but I wanted to fit them to a few of my daz figures. I was wondering if someone could point me in the right direction

    To the OP:
    If your meshes are obtained from a source entirely different from the Daz bases, you will have quite a technical challenge getting them to become truly functional clothingby importing and trying to scale within Daz studio etc.

    Trust me you should MODEL them from scratch in a modeling program using the base figure of your choice as a reference.

    and have them import into Daz studio in exact position
    as depicted here  with this pants mesh  from one of my personal use custom modeled as
    sets.
      I simply reimported  the static model to demonstrate
    how things should match BEFORE RIGGING with the TU.

     

    If you do not have modeling skills then aquire themcool
     or hire someone who does( Not me ..too busy)angel

    best wishes

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    Post edited by wolf359 on
  • Thanks for the tips, I'll try bring up some youtube videos and see if I can manipulate these clothing assets I have and try doing it the way you guy described. Hopefully I'll have luck with it. Anyways the offer still remains to anyone that is available and can do it to make some money.

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