Poke-Away or similar for Genesis 8? **Answered**
Haruchai
Posts: 2,040
As far as I can see xenic101 hasn't produced a Poke-Away product for Genesis 8 (or it's not released yet anyway). Is there anything similar for Genesis 8 that anyone knows about? I'm trying to do a scene with the Wise Wizard clothing and, wow, could I use the help of some projection morphs right around now.
I guess I could try mesh grabber but that is going to take a looooooong time with this set.
Post edited by Haruchai on

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Fit Control + the add-ons are my favorite for making those adjustments, and also counteracting the shrink wrapped look (with some help from DeCrackifier ofc). They're not projection morphs but rather morphs that the utility loads on demand into clothing items fit to the figure in question, so that each individual item can be adjusted independently (for layering) rather than pushed outward all in one bunch. Plus you don't end up slowing load times for figures by having a slew of morphs you may not need.
https://www.daz3d.com/fit-control-bundle-for-genesis-8-females-and-males
https://www.daz3d.com/fit-control-add-on-for-genesis-3-and-8-bundle
You could also try something like the RSSY Ultimate Clothing Fixer (which allows you to pick adjustments you want and saves them as morph assets for you), or Sickleyield's Clothing Fit Helpers (G8M here: https://www.daz3d.com/sy-clothing-fit-helper-genesis-8-male).
I do kinda miss the simplicity of Poke-Away, but Fit Control offers really specific fine tuning areas. Great for tugging things out of the nooks and crannies lol.
Thank you, I will give Fit Control a go, I'm finding that the inner tunic in particular gets past a certain point in the animated simulation and starts burying itself into various parts of the G8M mesh. Then we start with the next two layers overlapping. This one may take some time. Really appreciate your suggestions.
Hm, if dForce is involved then a projection morph might be more helpful. May be worth giving SY's Clothing Fit Helpers a look. It looks like those products use a combination of projection morphs on the figure, that then transfer to the garments so they can also be adjusted independently? I don't own them yet (wishlisted) so I'm not entirely certain how it would work with a simulation, and it's a bit difficult to tell from the description.
I will say that I've simulated things that I've used the Fit Control morphs on without issue, but while I own Wise Wizard, I've ironically used all the pieces together very rarely. You'd think that they'd have the collision order and offsets specifically set up for it. Is one body part passing through another during the animation and dragging the clothing with it, something you could pin down in the timeline and make some positioning adjustments to avoid? I'm forever having to do that with long garments, feet, and floors. Also hands that want to take the shortest route from Point A to Point B, which happens to be through the torso, which collides with the gown, which...
A lot of times I end up having to tweak poses to allow for a little more space between body parts than was originally intended, to give the simulation breathing room. Some simulations run smoothly, and then there are the ones with multiple layers and major position changes that are a fiddly mess.
Thanks again for the valuable input, food for thought. I have run this simulation many times now, I am not a stranger to timeline simulations, but this set is proving very difficult in the poses I have tried (typical wizard legs apart, arms up casting poses). I am about to rerun it and see if I can get Fit Control to help, turns out I have it installed and forgot all about it.
Thanks, it turns out I have forgotten a LOT of these tips recently, appreciate your input.
Thanks to all for your help. With a combination of the above and a little hiding of the underlying clothes via the Geometry Tool I'm pretty much there. I chickened out of the arms up casting pose for now and brought the arms down to hold a staff instead. Will revisit the other poses later