where are my hands?

davesodaveso Posts: 7,751

how do you get the hands to show in htis dress? dForce Starfall for Genesis 9 and 8 Female | Daz 3D  its really a nice one, but even with dforce I'm not seeing a way to d it...also, why no templates so you cansee where the material zones are.

Comments

  • Richard HaseltineRichard Haseltine Posts: 107,880

    I don't think that dress is particularly intended to be practical - but I would use a primitive to push the sleeves up, or otherwise make adjustments, using the Timeline rather than a single frame simulation. In reality she would push or fold the sleeves back and then, I think, keep the forwarms level or elevated and perhaps try to keep the hands bent up too to stop the cloth sliding back.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,010
    edited October 28

    I bought it but not tried it yet, I would say gravity and and animated drape, 

    she could raise her arms before posing how you wish

    I fully expect it to be 'splody cheeky like any flouncy Dforce dress so will be creating various Dforce2morph starting points for my animations 

    Post edited by WendyLuvsCatz on
  • SilverGirlSilverGirl Posts: 2,767

    Could they be shortened with Fit Control? Trying to remember if there's an option to change sleeve length and am not at my computer to check...

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,010
    edited October 28

    interesting weightmapping choices

    I had to attack those sleeves with the geometry editor. select, fill and weightmap the flounces to the forearms as partially weighted to the torso

    Post edited by WendyLuvsCatz on
  • felisfelis Posts: 5,725

    That sounds as it is just using default weightmap after transfer, and no weightmap adjusting after that.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,010
    edited October 28

    felis said:

    That sounds as it is just using default weightmap after transfer, and no weightmap adjusting after that.

    well it makes anything other than starting simulation from zero pose impossible, so my dforce2Morph suggestion won't work for example 

    sad thing it's not a difficult fix but no way I can share it as a setting AFAIK

    just lasso the sleeve flounce in turn each side with the geometry editor then fill 100 with the weight brush and matching forearm general weights selected in tool settings 

    a frame from a png series animation I am rendering which started with her raising her arms in the air after 15 frames before the actual starting pose at 30 frames

    would not have worked well with the existing weightmapping

    Mother Starfall0086.png
    1920 x 1080 - 1M
    Post edited by WendyLuvsCatz on
  • davesodaveso Posts: 7,751

    WendyLuvsCatz said:

    felis said:

    That sounds as it is just using default weightmap after transfer, and no weightmap adjusting after that.

    well it makes anything other than starting simulation from zero pose impossible, so my dforce2Morph suggestion won't work for example 

    sad thing it's not a difficult fix but no way I can share it as a setting AFAIK

    just lasso the sleeve flounce in turn each side with the geometry editor then fill 100 with the weight brush and matching forearm general weights selected in tool settings 

    a frame from a png series animation I am rendering which started with her raising her arms in the air after 15 frames before the actual starting pose at 30 frames

    would not have worked well with the existing weightmapping

    i see her hands ! Awesome. All that is too  much for my old brain to handle anymore. I would rather just disappear those huge hanging down things on the arms, or disappear the entire arm.  Its wierd, but I used to get into massive manipulations to achieve mastery of a scene, but now I'm all into plug and play.  

  • Richard HaseltineRichard Haseltine Posts: 107,880

    WendyLuvsCatz said:

    felis said:

    That sounds as it is just using default weightmap after transfer, and no weightmap adjusting after that.

    well it makes anything other than starting simulation from zero pose impossible, so my dforce2Morph suggestion won't work for example 

    sad thing it's not a difficult fix but no way I can share it as a setting AFAIK

    just lasso the sleeve flounce in turn each side with the geometry editor then fill 100 with the weight brush and matching forearm general weights selected in tool settings 

    or select some of each sleeve and use the expand seelction command, cmd/ctrl +, which makes it easier to avoid clipping in any of the body of the dress when near the edges.

    a frame from a png series animation I am rendering which started with her raising her arms in the air after 15 frames before the actual starting pose at 30 frames

    would not have worked well with the existing weightmapping

  • felisfelis Posts: 5,725

    I would usually start with the character in base pose, then in frame 15 lift her hands, and then final pose in frame 40.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,010

    Richard Haseltine said

    or select some of each sleeve and use the expand seelction command, cmd/ctrl +, which makes it easier to avoid clipping in any of the body of the dress when near the edges

    fortunately the top is separate from the skirt so lassoing each flounce avoiding the bodice not difficult 

  • memcneil70memcneil70 Posts: 5,248
    edited October 28

    My brain is tired, but wasn't there a product with something that would put balls over the hands to help with this type of problem? My SickleYield? Sorry, I have a migraine so I am kind of out there right now.

    I think I was wrong. I just found esha's dForce Utilities, SKU 109734 which was for free. But it has a head and hands off/on option. Check to see if you got it when it came out on 14 July 2025.

    Post edited by memcneil70 on
  • davesodaveso Posts: 7,751

    memcneil70 said:

    My brain is tired, but wasn't there a product with something that would put balls over the hands to help with this type of problem? My SickleYield? Sorry, I have a migraine so I am kind of out there right now.

    I think I was wrong. I just found esha's dForce Utilities, SKU 109734 which was for free. But it has a head and hands off/on option. Check to see if you got it when it came out on 14 July 2025.

    i have that one, but in this case, the hands are hidden under all the cloth. I know I need to study, a lot, about the ins and outs of using Dforce. I get so many blow outs, and I can envision huge ones with this dress.  

  • Matt_CastleMatt_Castle Posts: 3,003

    I was able to badger it into cooperation, but in short, I'm not impressed.


    Gallery Link

    I had to fix the weight maps and set up morph rigidity groups in order that I could get it to work.

    It's one thing when a product is dForce only because dForce is the only practical way to do something, but it shouldn't be used to plaster over not getting the bone weights right. In this case, I needed to raise Becky's arms at the start of the simulation in order to avoid clipping, but that only worked after I'd actually fixed it myself.

  • memcneil70memcneil70 Posts: 5,248

    I was able to successfully render it again for a question in Technical Help. I gave more information there.

    Mary

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