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Struggling with Weight Mapping for rigged ArtStation clothing [solved]
lilweep said:
- Resimulate to correct Daz default pose by either
- (1) load avatar as morph target (your transition is likely small, so this is probably good option)
- (2) delete current avatar and load a short pose transition animation in alembic format (check out Sagan alembic exporter on forums for a good animation exporter for Daz Studio), recording the simulation in the Animation window
- Resimulate again so garment settles on new pose
So I am clearly doing something wrong because when I resimulate the garment using an imported pose transition animation, this is what happens.
Struggling with Weight Mapping for rigged ArtStation clothing [solved]If go for resimulation in MD with a G8F default A-Pose , more or less is as above steps by using Morph Target. Then export the garment to obj, import into DAZ for fitting to the figure with Transfer Utility (no need to set Current / Reverse Deformations in this way) . Lots of tutorials could be found on youtube.
Well since you're familiar with Blender, you may export the garment (in Pic 2) to blender, smooth the armpits with smoothing brush, then export to obj file. In DS, use Edit - Figure -Geometry - Update Base Geometry to change the Vertex Positions with the obj file. Done ~ Most of the time I myselft go for this way as it's faster...
~ I simulated your case as below, the mechanism is almost the same ~





PS: You better do Quadrangulate in MD...
Struggling with Weight Mapping for rigged ArtStation clothing [solved]arstropica said:
For whatever reason, the suit does not retain its basic shape when simulated in marvelous designer with a correctly posed avatar. But TBH, having just gotten MD, I am not very knowledgeable with that software so I am not sure if this is due to a flaw in the clothing design, or if it's something else.
MD is a very basic program and easy to brush up on how to use it in a few hours.
It will probably give a petter result to just simulate in MD to the correct default pose than do anything else to get it into that pose.
The fille you purchased presumably comes with a .zprj file.
- Open that in MD.
- Select all pattern pieces in the 2D Viewport
- in the pattern properties window, put the Particle Density to something high, like 10 or 15 or 20 to start with. Having Particle Density too low is hard to simulate as too high poly. Highpoly (low Particle Density) should only be used for final simulation.
- Import/add obj of avatar with the pose that lines up with garment.
- Simulate so garment settles on avatar.
- Resimulate to correct Daz default pose by either
- (1) load avatar as morph target (your transition is likely small, so this is probably good option)
- (2) delete current avatar and load a short pose transition animation in alembic format (check out Sagan alembic exporter on forums for a good animation exporter for Daz Studio), recording the simulation in the Animation window
- Resimulate again so garment settles on new pose
- Change Particle Density of all pattern pieces again to desired poly count, maybe something like Particle Density = 10. Possibly need to go lower to something like PD = 5 for some parts. Do final sim.
- Select all pattern pieces and click Remesh, if you want better topology
- Select all pattern pieces and export as obj selected.
Important concepts when exportting:
- Fabric names become new Surfaces in Daz (anything after a space is ignored so a fabric named Fabric 1 and Fabric 2 will collapse into single Surface called Fabric)
- Checking Unified Coordinates will use the UV Mapping from the UV Editor window, while leaving it unchecked will use any repeating textures set up in MD
Mechasar's Characters Catalog: Who's next? (commercial)barbult said:
Thanks, I'll give it a try. Will that fix it for all the fruit shapes?
Thank YOU for reporting the problem. Anyway, the updated morph has been submitted, so you can find it in your library in the next days. Sure, that fix applies to all fruit shapes because it’s built on the base figure.
How to. Custom G8 morph to G9 morph helpOk, I have a body morph that I have been using since G3 (transferred over to G8 with a converter). It is a bunch of DAZ morphs combined with a single dial to control them all. I really want to transfer this morph over to G9 (for personal use), without using the Riversoft converter if possible. first off, how would I make it be seen as a single morph when it isn't? I did think about exporting it dialed full on and then importing as a single morph, but then I wouldn't know where to go next. How would I save it? What about the head? then how to get it into G9?
Any tutorials, videos, ideas, or walkthrus on how to do this or if it is even possible would be appreciated.
*** SOLVED*** Genesis 9 Open Mouth Morph???Melanie, don't feel bad. I couldn't find it either and was distressed after doing a search for mouth, lips, open --- and everything else I could think of. Maybe DAZ folks shouldn't change the name of one of the most commonly used morphs in the universe to something they've never even really had before. This is an oversight on DAZ's end rather than stupidity on the users end, if you know what I mean. Don't change things on us that aren't broken. Continuity is the key to development success I'd think. If I have to re-learn the system every time DAZ updates/upgrades, it starts to be detrimental to my desire to use their software and figures. Just my ten cents. It's cool to add new options and morphs, but why did they change the OPEN MOUTH morph name? Not a reason in the world other than somebody felt like it. Again, don't beat yourself up on that one.
Environment prop (car) morph issue - affecting pose controlsThat most likely means that the wheels were rotated on export - the morph will then move their points along a straight line between the base position and the rotated position, which if they were rotated 180 degrees would shrink them to a not on the axle and then grow them back to full size.
Environment prop (car) morph issue - affecting pose controlsOK I seem to have solved the problem of the doors opening and closing. I did this by setting all the pose control values to zero before I exported to .obj. I re-imported my morph and now the doors don't open and close when I adjust the morph percentage. The only thing left are the wheels. When I adjust the value of my morph, the wheels scale in size. The higher I set my morph, the smaller they get. There is a pose control that can be used to spin the wheels, and it's default value (clean import into a new scene) is -100.0%. I set this to zero as well before I exported, but the problem still remains.
Environment prop (car) morph issue - affecting pose controlsAre you sure the mesh you exported didn't have any of those in effect already?
When you say "in effect", are you referring to the value of a particular pose control value being set to something other than zero?
Have you use ERC Freeze on your morph, or another controller, to achieve the desired effect, or do you just set the morph directly with nothing else (intentionally) affected?
I'm not sure what ERC Freeze is (I will look it up), but to adjust the morph I made I select the vehicle in the scene outline, click on 'Morphts' in the parameters tab, then adjust the morph value slider. When I do, the wheels scale, the doors open, etc.
Environment prop (car) morph issue - affecting pose controlsPls try : Zero Figure Pose of the car before exporting to obj. When importing obj back with Morph Loader Pro, use Reverse Deformations + Delta Only and give a unique Name to the morph.
BTW, for such a case of 'moving shifter or sth.', better go for 'rigging' in DS other than 'morphing' outside though the latter works in most of the cases...
Struggling with Weight Mapping for rigged ArtStation clothing [solved]also was the pictures posted in OP after selecting the 'reverse source shape from target', or whatever the option is called, when doing transfer utility?
Struggling with Weight Mapping for rigged ArtStation clothing [solved]In Marvelous Designer, resimulate using morph target to the default pose. Or create an animation from current pose to default pose and record simulation over animation timeline in marvelous designer.
As Mada said, In MD, you can use Remesh or Retopolize options to get quads. Remesh at relatively low poly (=high Particle Density) to make ideal mesh for DAz Studio. Remesh is a lot easier than Retopologize, since it's just a one-click button. There used to be a Quadrangulate option, which just converted every pair of tris to quads, but im not sure if that is still in the most recent released of MD. I cannot find that option anymore.
You should also make very tight version of the clothing in MD before doing Transfer utility. After you get the weight painting from Transfer Utility, you can swap out the tight version for the looser/final drape version.
Also, if you already have Marvelous Designer, do you really need to rig the clothing? You can just simualte it in MD. If you are doing content creation workflow for selling of daz content, would that be covered under the artstation license?
no thumbnail, not able to load content *FIXED*Something in the transfer to the new store software broke the order date info (it failed at that time without any change in DS) and the issue still hasn't been resolved - it is very annoying.
Struggling with Weight Mapping for rigged ArtStation clothing [solved]In principle, pose the figure to match the outfit and disable JCMs affected, then activate the Joint Editor, right-click>Edit>Bake Joint Rotations. Run the Transfer Utility, then pose the outfit to match the base figure and use the Bake Joint Rotations command on the posed outfit.
Environment prop (car) morph issue - affecting pose controlsAre you sure the mesh you exported didn't have any of those in effect already? Have you use ERC Freeze on your morph, or another controller, to achieve the desired effect, or do you just set the morph directly with nothing else (intentionally) affected?
Environment prop (car) morph issue - affecting pose controlsAll - I created a custom morph on a daz car prop. I imported the model into blender, modified the geometry, and imported the change back into daz as a morph. The morph consists of being able to move the car's shifter. The car model itself has pose controls that let you open and close the doors, adjust the seats, and turn the wheels. I successfully imported the morph back into Daz and it works, the shifter moves as I adjust the percentage. Problem is, all the other pose controls move too when I adjust the morph (wheels scale, doors open/close, etc.). I tried locking the pose control parameters as well as setting their min and max settings to a fixed position but this has not worked.
Is there any way to isolate the morph from the pose controls?
Struggling with Weight Mapping for rigged ArtStation clothing [solved]I am trying to rig a jumpsuit that I bought on ArtStation for Genesis 8 Female. The clothing was created in Marvelous Designer using an Genesis 8 avatar that was not in the default A pose (arms and legs were not spread apart enough).

As a result, Daz's transfer utility is mapping vertex weights in the armpits and crotch regions to the wrong bones.

When the arms are moved from the torso, the vertices in the armpit sections are sticking to the chest region.


I have tried redistributing the vertex weights in the affected area(s) to the correct bones with no success. I have also tried manually assigning the responsible vertices to the arm with less than optimal results.
From other models that I bought, I think that this seems to be a frequent problem with ArtStation models where the avatars are a non-standard shape or pose. From what I have read online, artists frequently deal with this using morphs and/or manual weight mapping but I can't seem to figure out how to do that for the jumpsuit. I am hoping that there is a native solution in Daz to correct and fine-tune weight mapping misalignments.
Any advice, assistance or references (e.g. tutorials) on how I can correct these types of issues for clothing with complex geometry would be greatly appreciated.
Thanks!
PA monthly coupon not applying full discountHere we go again. The never ending story of something not working properly with DAZ store. I have 3 non-DO items from my wishlist in my cart for a total of a bit over $20 after a total of 70% off (50% * 40%). When I apply the PA coupon it only applies $3.60, instead of $6.00. I added a fourth non-DO item to check and once again it did not apply the full discount. I noticed however, that in both cases (3 and 4 items), all items went from 70% to 73% off. Not sure why.
Every single item is more than $6 after the 70% discount, so even if only one item was compatible with the coupon, I should be able to get the full discount. These items do not fall in the NEW category list either. So I'm lost with this error.
Is no point for me to buy now with the coupon and request the difference later because probably my bank will charge me for international transfer. Could I get a credit instead?
I know I'm whinning about $2.40, but this should not be an issue in the first place.
Cheers.
Genesis 8 Male - Eyelashes not aligned/attachedYes... check if you used Turbo Loader...still, check if there's any full head morph or partial head morph dialed in Eyelashes hidden properties. On a pure G8M Base figure, the eyelashes won't be 'detached' if there's nothing weird 'dialed' in its properties...
Olivia 9Hylas said:
sid said:
And, I'll sneak this in here, Olivia's skin on a dial-spin character:

Beautiful! Low-key reminds me of that Yumi Nu cover
I wished I saved her! From memory she was a mix of MGHLM Jacq, SWM Ms Swole (who I can't fnd the g9 version on the store at the moment), Xiu Liu, and then whatever dials I could find to make the proportions work.
I just realised my favourite face morph kits from G8 were Rarestone... we're probably not going to get G9 ones are we? :(
- Resimulate to correct Daz default pose by either







