Kitbashing - Looking for straps, belts and/or sashes

chris the strangerchris the stranger Posts: 132
edited July 2019 in The Commons

I've encountered a problem when trying to use the Time Rogue outfit's belt accessory with a character I've been working on.  I think it looks like a really good crowning jewel to complete the character design, but because my G8M is so stupidly muscular and cartoonishly proportioned, the geometry of the straps, belts, and even the back scabbard (which I've typically just deleted in the Geometry Editor) distort pretty badly.

Are there any workarounds or solutions out there?  Maybe something dForce-related, so that the straps can collide against the tunic, and so the pouches can swing freely instead of moving whenever the upper-leg bends.

 

Post edited by chris the stranger on

Comments

  • SBibbSBibb Posts: 600

    Not sure if I'll be able to help, but have you tried switching the collision item to whatever the belt is sitting on top of? (Or increasing collision iterations?) That will sometimes help it settle properly.

    Otherwise, maybe try setting the smoothing iterations higher in the Parameters: Mesh Smoothing area? (In scenes pane, right click the settings section while the belt in question is highlighted, and then select "Edit Geometry" and "add smoothing modifier).

    Alternatively, add the DForce Smoothing Modifier to the belt, use a DForce weight map to try to make certain sections rigid, and simulate it to see what happens?

    But I agree, it looks like it could fit together nicely.

  • HylasHylas Posts: 5,283

    Yeah, I run into these kinds of issues a lot as well and I think it's really annoying. Especially if you're working with items that are made for G8!

    Fit Control  can help with the straps, but it's not a perfect fix.

    As for the scabbard, parent it separately to the figure without actually fitting it to the figure.

  • @Hylas - I did just pick up Fit Control, but it doesn't seem to be a good solution for this case. It's not an 'outfit' per se, and so adjustments to the straps tend to warp all of those tiny little accessories.  Unfortunately, the scabbard is as much a part of the belt as the little pouches.  The only control I have over the thing is the ability to hide/remove it in the geometry editor.

     

    @SBibb - I tried messing around with a few of those things already.  I haven't yet adjusted Smoothing Iterations, but it's worth a shot.  Something tells me I'm going to have to learn how to draw and work with weightmaps in the immediate future.  And for that, I'll most certainly need a good guide.

  • Matt_CastleMatt_Castle Posts: 3,097

    This is a problem with auto-follow when it comes to extreme morphs that the outfit isn't designed for. Without a corrective morph, it can distort what should obviously be a straight line.

    You may have to entirely dial out any partcularly autofollow morph under the belt's Parameters and then use Fit Control or the like to replace them.

    Personally, I would resort to Blender to create a corrective morph, but obviously that depends on your existing skill set.

  • This is a problem with auto-follow when it comes to extreme morphs that the outfit isn't designed for. Without a corrective morph, it can distort what should obviously be a straight line.

    You may have to entirely dial out any partcularly autofollow morph under the belt's Parameters and then use Fit Control or the like to replace them.

    Personally, I would resort to Blender to create a corrective morph, but obviously that depends on your existing skill set.

    I just wanna make a 2D game with pre-rendered sprites and backgrounds. xD

    I'm a composer first, a programmer second, then skip a whole bunch of numbers...3D art is somewhere at the very end.

    My main concern is that going the Blender route for adjusting the asset could lead to more and more of the project having to be done through Blender, as opposed to this almost-functioning pipeline I've set up with DS.  Is it the kind of thing where I could just import character + full outfit into Blender as an OBJ, adjust the verts of the belt and accessories, and then save that as a custom morph (or a new OBJ to be exclusively used by this particular character)? Haven't done anything like that before, but maybe there's a good guide.

  • HylasHylas Posts: 5,283

    @Hylas - Unfortunately, the scabbard is as much a part of the belt as the little pouches.  The only control I have over the thing is the ability to hide/remove it in the geometry editor.

    Load the item twice. Select the first item, make the scabbard invisible, and fit the item to your character. Select the second item, make everything but the scabbard invisible, and parent the item to the back of your character. This doesn't solve your issue with the belt, but at least you've got a straight scabbard.

  • That's just the kind of thinking outside-the-box this world needs.  I could POSSIBLY do that for the individual pouches as well.  If I delete everything but the scabbard in the Geometry Editor, can I save it as a new object or prop (With a repositioned origin)?  Or will it always think that it's "Belt," and try to fit itself to any G8M in the scene?  I'm sure if I unfit it and unparent it,I could save it as something...

  • LeanaLeana Posts: 12,987
    edited July 2019

     If I delete everything but the scabbard in the Geometry Editor, can I save it as a new object or prop (With a repositioned origin)?  Or will it always think that it's "Belt," and try to fit itself to any G8M in the scene?

    If you want an actual (static) prop you could try this:

    • hide everything but the pouch
    • if you want to change where it loads, position it where you want it to load
    • export it as obj
    • import the obj
    • reapply the materials to it as obj only keeps basic settings (using a material preset or copying the surface settings from the original)
    • save it as a prop.

     

    Post edited by Leana on
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