Female Police Uniform for Genesis 8/8.1

So, here's my problem.
I would like to do more renders with a policewoman OC of mine, however the best uniform I have is way too much of a pain in the butt to work with.
Here's what I'm talking about:
https://www.daz3d.com/law-enforcement-outfits-for-genesis-2-and-3-male-s
https://www.daz3d.com/law-enforcement-outfits-textures-for-genesis-2-and-3-male-s
These look good on the character, however the badge, nametag, handmic, etc seem to do whatever the heck they want whenever I change even the least little thing in the character's pose, which means I have to spend *a lot* of time making ever so tiny adjustments to hopefully get all the little pieces and parts looking at least kind of alright again.
What can I do to have that not happen? I really like the short sleeved tan shirt/dark brown pants look for her uniform, so is there a Genesis 8/8.1 version of the above linked outfits and I just missed it somehow?
Thanks!

Comments

  • GordigGordig Posts: 10,597
    edited July 18

    The trick with most if not all of the police uniforms I've seen in the store is that the badges are part of the shirt's mesh, not a separate item non-conforming object. The best course of action would be to hide the badge (either by lowering the cutout opacity on that surface to zero, or by hiding the geometry using the Geometry Editor), find a badge prop that you want to use, position that where you want, then use a rigid follower node to attach it to the vest. You can easily create a nameplate yourself out of a primitive cube (subdivided if you want it to be rounded) and do the same thing with that. 

    The handmic is a more complex issue, and I suspect it's a result of you autofitting an outfit not just across generations (with different default poses), but also across genders. You'll generally have better results fitting clothing across genders using the Cross-Figure Resource Kit. For generations, you'll have better luck with the scene identification trick: add the outfit into the scene WITHOUT fitting it to your character, click on the three-lined hamburger icon in the Scene pane and go to Edit -> Scene Identification. Click on the ellipsis (...) button next to Preferred Base and select whatever generation you want to fit it to, then fit it to that character. You can change Scene Identification on multiple items at once, but you have to fit them to your figure one by one.

    So, to sum up:

    1. Load an unmorphed G8M into the scene
    2. Load the outfit into the scene without fitting it to the G8M
    3. Change the scene identification on all the components from G3M to G8M
    4. Fit all the components onto your G8M
    5. Use the Cross-Figure Resource Kit to morph the outfit into a female shape
    6. Change the scene identification on all the outfit parts again, this time to G8F
    7. Load a G8F and fit the whole outfit to the G8F
    8. (optional, but highly recommended) Save all the fitted components as new assets
    9. Hide the badge and nameplate
    10. Replace them with the badge and nameplate of your choice, connected to the vest with rigid follow nodes
    11. (optional) Save a wearable preset with the fitted outfit parts and the props so that you can load them all at once
    Post edited by Gordig on
  • felisfelis Posts: 5,720

    The mic is its own prop. I would suggest parenting to the end of the cord with a rigid follower node. You should probably move the pivot point of the mic to the end where the cord comes in. Then if needed you can rotate it.

  • roninwolf109roninwolf109 Posts: 63

    Turns out, I may have hit upon an even simpler solution. My main problem was with the badge, nametag and hand mic for the radio going wherever the heck they wanted whenever I changed the figure's pose. Turns out, it looks like if I parented the hand mic to the end of the radio cord that goes over the shoulder in the outfit, it stopped moving around. Same goes for if I parented the badge and nametag to the pectorals of the shirt itself instead of the figure. 

  • Richard HaseltineRichard Haseltine Posts: 107,857

    Yes, you want props parented to the thing they should move with. Fitted items (items with bones that match the bones on the base figure) get parented to the figure, by default, to help with organisation and to enable hierarchical presets, but it isn't required for their core function.

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