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Poke Away 3 For Genesis 3
Poke Away works by using magnets/deformers to shrink parts of the figure back below the clothing, if I am not mistaken. Whilst this is obviously one solution to the problem, it does not give very good results if the clothing is translucent. I'm also not sure how precise the changes are. An alternative method is to simply make the body part, which is poking through the clothing, invisible. However this does not always work if the clothing only covers part of the body part.
A much better solution would be to make a morph in Hexagon or Blender or Zbrush and then apply that in DS. Repeat that untill all the poke throughs are gone. This works but is time consuming.
An even better solution would be to have a plugin for DS which provides mesh brushes so that in real time in DS you can brush away the poke through by moving, smoothing, expanding (as appropriate) the clothing mesh. It would take seconds and provide immediately visible results. Unfortunately, neither DAZ3d nor a PA has made such a plugin. A pity really!
Toddler clothes for Genesis 3Thanks Zylox. OK, so there is your answer dtinc88, if there is no Toddler for genesis 3, no one will make toddler clothing. If you make your own Toddler morph for Genesis 3, then autofit will try to make clothing items fit, but in all likelihood it will look awful. The difference between a Toddler and adult Genesis 3 is too big for autofit to handle... it even messes up with teen figures. Then of course it would be "adult" clothing on a child, mostly it would look very strange. If you can persude DAZ3d to make a Toddler figure based on genesis 3 then the PAs might make clothing items specifically for that figure. In the meantime, you're on your own! You might try making your own Toddler morph and then making toddler specific clothing yourself in a program like Marvelous Designer. However, that is a considerable time and money investment.
Modifying/Morphing Clothing for Morphed CharactersIn general, a clothing morph made in a 3rd party program like Hexagon, Blender or Zbrush should work fine when applied to the clothing in DS. Especially if using the DS feature of "Send to..", like the GoZ feature for Zbrush. However, I have come across situations like you describe where the morph seems to be over-ruled by something else going on in DS. One such case was when making a morph to flatten the breasts on a dress to make it suitable for a child character based on genesis 3. Normally auto fit will try to do this automatically but usually makes a pretty poor job of it, screwing up the clothing mesh quite badly. On a number of such occasions I have found that even though the morph I made in Zbrush was perfectly fitting the shape of the morphed Genesis 3 figure, when that clothing morph was applied to the clothing item in DS (via GoZ or not) the center of the chest of the clothing stood out away from the figure's chest. Even a deformer added in DS would not change this. No one could explain why this happened or what to do about it.
Perhaps it was a specific issue with the rigging of the clothing. The same may be true for the clothing you have mentioned. Sometimes DS does wierd things.
One possible way around this would be to have mesh brushes that work in real time within DS (such as those in Poser and Blender), so that you could manipulate the mesh in DS and see immediately if the results are what you want. Unfortunately, no one has made a plugin for such mesh brushes in DS yet. Personally, I think they would be very popular and would help to solve a lot of these problems. In the meantime... good luck with your outfit morphing problem.
Runtime DNA Merges With Daz 3DLooks like most of the "Furries for..." add-on presets and texture additions have finally appeared in the store. Of course, the "face poses" won't be of much use until the base "Furries for Melody" and "Furries for Micah" are finally listed as they contain the actual morph dials.
So that's why I was going mad trying to make them work just now. Thank you! I'll hope it's soon.
DAZ really should update the informationon on those pages. The pics talk about RTE still being needed, and they don't say that we need the "Furries for..."Amusingly - or not so much: http://docs.daz3d.com/doku.php/public/read_me/index/24993/start
I had bought Furries for Melody at RDNA and it showed up in DIM, it has a new Readme - but it's not in the store ...
Gen3 Rigging Adjustment ProblemsTo said more detail, about each facial rigs, may beyond my English skill,,
But about those eyelids rigs, I recommend, only , remove Z orientation ERC ,, if you hope to keep X, Y, orientation.. (yes it may help sometime to arrange well with current face mesh,,
I said, there is almost no meaning add ERC about orientation Z about those facial rigs.
to be frankly said,, those eye lids arrange ment is something srange at start point,, all eye rids node ,center point start almost same positon, then they arrange very narrow,
it cause real difficulity when I select nodes in the 3d view, as I like, ,,, maybe DAZ think,, we use parameter with scene tab, or use expression which daz sell, but the strong point of facial rigs
is ,,User can easy tweak detail by select and move bone t, who arrange eye lids rigs like that, if you plan pose manually ?? (and daz do not offer posing sheet still)
then we many buy expression morph product .
Gen3 Rigging Adjustment ProblemsThe problem is, mostly about Gen3 facial rigs around eye. it never happen about gen2 or gen2,, because,, only genesis3 have those facial rigs.
there are group about upper and bottom , eylids rigs. then about under eyelids rigs are orientate z 180 alerady..
(I can not see any practical meanig, to set under eye rigs like that)
even though you select only about r eye (influenced node) , or l eye, those rotation often return 180 to around 0, when you adjust rigging to the shape.
then when you add morph, those rigs rotate with Z axis. maybe there are still some nodes,, z orientated 180 around,, (without clear reason) or,, about x, y. such way. then when adjust rigts to the shape,, they turn oposit.
That's pretty much it. I would also add that after fiddling with it for a while I've spotted which ones get messed up. Basically, there are eight bones around each eye: inner, upper inner, upper, upper outer, outer, lower inner, lower and lower outer. Out of these the upper trio have proper behavior after ERC freeze, other prefer to perform pirouettes every time I move the dial. I've only managed to deal with them by making manual adjustments.
Carrara not using all of my render nodes! Solved!With SSD's there is now the M2 version that is just a chip really but transfer speads up to 10Gb/s in stead of 6 Gb/s on SATA.
Sweet! But I doubt that these older motherboards have such an interface, right? Still... it's cool how fast technology is speeding up our intense computations. Not long ago the stuff I do now would light my older machine on fire, I'm sure! Drag it down to a locked up crawl... then the flames would errupt from within!!! LOL
Runtime DNA Merges With Daz 3DLooks like most of the "Furries for..." add-on presets and texture additions have finally appeared in the store. Of course, the "face poses" won't be of much use until the base "Furries for Melody" and "Furries for Micah" are finally listed as they contain the actual morph dials.
So that's why I was going mad trying to make them work just now. Thank you! I'll hope it's soon.
DAZ really should update the informationon on those pages. The pics talk about RTE still being needed, and they don't say that we need the "Furries for..."3D Art Freebie Challenge -- October: Double Bubble Toil and Trouble -- Main ThreadThe link for Mortella Dress for Genesis needs to be fixed. It reads: http://http//www.arien-graphics.com/wp/?p=852 Once I removed the extra http: it worked.
All other links verified
ENTRY ACCEPTED
Please move to Entry Thread
The Mortella link still doesn't work for me. It says, "This site can't be reached. :( "
I was pretty sure that the Mortella Dress was actually a pay item at Renderosity. It was in my wishlist there. And it was Poser Dynamics, I think.
Dana
By removing the duplicate http's I get this address: www.arien-graphics.com/wp/?p=852
I do not see where it indicates any payment is required for this item.
I saw the trouble. The original had https:, but the site does not have a certificate, so that makes it an invalid address. It worked without the https:. Come to find out, I have that stuff. I guess it was the Mortessa character morph that was a pay item.
Dana
Modifying/Morphing Clothing for Morphed CharactersThen if you will hope when , demon shape appleid to character,, the morph shape auto-applied to the cloth, , with fit to.demon character.
there is way (usually just overwrite, generate FHM or FBM , by this morph, (you need to set morph name as those generated character morph name (not labbeled name, but actuall morph name) then save it as morph for clothing.
but I may not do so, because,, sometimes you may hope to add demon shape without Geo grafted item. just change shape with another mat,, etc.
if you overwrite the demonFBM or HFM of the cloth,,( auto imported from g2m, , when cloth fit to character) , the cloth must trun to the shape.
then I keep the morph, as manuall (when you apply the mosnter shape with geografted, I apply this morph manually , then fit shape about this character)
It's Raining Men Again! Winners Announced!!! Over in the Art Studio!I was looking at the prizes from last contest and I will donate one of the $10 Gift Certificates like last time but how do I do that? Just buy it and than somehow transfer to the official contest administrator?
Modifying/Morphing Clothing for Morphed CharactersSo the problem is when you import moprh-obj for the clothing, did you set riverse defomation option=Yes,
I use shirt product, with demoen, G2m then see my pic, 1 is without riverse defomation, 2 is with riverse defomation.
As you know,, when I use option Yes,, I think my tweaked shape is correctly imported.
(sorry, I just make morph for one side,)
(then I really recommend,, you will try blender, if you have already played hexagon,, and hope more powerful tool,
because,, blender is actually really powerful for those task , like make moprhs)
The new Centaur 'n stuff thread - reloadedHemi hasn't been in the forums for awhile but here's the link to the tutorial
http://www.daz3d.com/forums/discussion/6465/the-new-centaur-n-stuff-thread-reloaded/p10
scroll down to Tiger LeeArt 's post,oh and there is a morph for M4 and V4 at Philosopher's Egg's store
The older generation: Victoria 2/3, Michael 2/3 and their children rendersFor those using Laura, there's a free morph set for her at ShareCG, which is especially useful since DAZ has vaulted the Laura/Luke face and body morph sets:
http://www.sharecg.com/v/56962/gallery/11/Poser/135-Morphs-for-Laura-3
There's also a set for those who can't use PMD files:
http://www.sharecg.com/v/73761/related/11/Poser/Laura-3-Morph-Pack-CR2Diff-Beta
I don't know how that one works; I still have DS3 installed and so I just use the first one.
Also, the Laura morphs can be injected into other figures, like Luke and the Mil Baby 3. Here's a quick test render I did with the Mil3 baby using a mix of the baby morphs and the 135 Morphs for Laura 3:
Modifying/Morphing Clothing for Morphed CharactersI've been hunting around for advice/tutorials on creating morphs for clothing. Everything I find deals with a base Genesis (or Genesis 2, 3, etc). Then creating a morph around that shape using a modeler and bringing it back into Daz Studio using the Morph Loader Pro. A great example of this is Sickleyeilds tutorial here: http://sickleyield.deviantart.com/journal/Tutorial-Requested-Loading-Morphs-in-DAZ-Studio-450007378
My question has to do with Non-Standard or Morphed characters, particularly those with extreme changes such as RawArts Legendary Demon HD or those with GeoGraphed tails such as Roark 2. I've tried modeling around an exported .obj of these modified characters, but (as you probably already know) they fail miserably. Mostly because the adjustments that allow the clothing to fit to the character in the first place are reapplied, moving it. For example, I tried using a modeler (Hexagon in this case) to move the shoulders of the GIS Emperor Coat in enough to clear the spikes. The edge moves in, but it also increase the size of the coat by the same amount it did when it tried to AutoFit to the larger character.

So, is there any way to fit clothing to a modified character? What's the best way if I want to create a loincloth that'll split around a tail or hood that'll allow for horns? What model (if any) should I export as an .obj to use as a manequin? What steps are needed to get the new or modified clothing back in without issues?
Thanks in advance for any suggestions or advice.
Carrara not using all of my render nodes! Solved!With SSD's there is now the M2 version that is just a chip really but transfer speads up to 10Gb/s in stead of 6 Gb/s on SATA.
Question - preferred setup for furniture props with drawersLinear motions, such as drawers sliding open, can be handled by morphs - just make sure the whole drawer moves as a unit. However you will get odd rsults if you try to make a rotary motion with a morph - the item will shorten as it approaches the hallf-way point and then lengthen again. For those separate objects, or bones n a figure, are better.
How to delete a morph knowing his name ?The label is not the name - the label is how the item shows in the UI, but it isn't used for internal manipulations. In any event, you can't actually delete a morph from within DS once it is created, as far as I know - you would, in principle, need to find the asset file on disc and delete (or chnage the extension of) that.
How to delete a morph knowing his name ?hello,
is there a way to delete a morph knowing his name ?
I'm using this script to detect the name of the group where the morph belong and I get his name using getLabel
var oPaneMgr = MainWindow.getPaneMgr(); var oPane = oPaneMgr.findPane( "DzParametersPane" ); if( oPane ){ print ("ok") var oEditor = oPane.getNodeEditor(); var aProperties = oEditor.getPropertySelections( true ); for( var i = 0; i < aProperties.length; i += 1 ){ print( aProperties[ i ].getLabel() ); oGroup = aProperties[ i ].getGroup() print( "Group : " + oGroup.name ) } }thanks
Gen3 Rigging Adjustment ProblemsThe problem is, mostly about Gen3 facial rigs around eye. it never happen about gen2 or gen2,, because,, only genesis3 have those facial rigs.
there are group about upper and bottom , eylids rigs. then about under eyelids rigs are orientate z 180 alerady..
(I can not see any practical meanig, to set under eye rigs like that)
even though you select only about r eye (influenced node) , or l eye, those rotation often return 180 to around 0, when you adjust rigging to the shape.
then when you add morph, those rigs rotate with Z axis. maybe there are still some nodes,, z orientated 180 around,, (without clear reason) or,, about x, y. such way. then when adjust rigts to the shape,, they turn oposit.










