-
Workflow for making static clothing mesh poseable?
SnowSultan said:
I think I already know the basic process for taking a static OBJ or FBX clothing mesh and making it posable in DAZ Studio (basically make it fit a figure in a T/A pose, transfer weights, then pose and identify stretching areas, turn active corrective morphs to 1.00, then fix in Zbrush or elsewhere and adjust weight maps where necessary), but could someone direct me to a more concise and accurate workflow though, especially for a Genesis 9 figure? Thank you very much.
Have you checked out Seamster?
https://www.daz3d.com/seamster?srsltid=AfmBOoo_AfzK5Yr9fXYto96oNTZpxag8CxoCB_0Kx99-X-3FLcT5JvoB
- Greg
Workflow for making static clothing mesh poseable?WendyLuvsCatz said:
have you tried fitting it with Dforce first using an animated pose ending in the Apose then exporting an obj and using the transfer utility on that?
it's what I do even making clothing myself
You mean just simulate dForce on it and have it drape on the figure? That's an interesting idea; I can't really do that here because it's armor, but I suppose that would work for very flowy items like robes or loose shirts.
Crosswind, thank you for the tips. I figured symmetry would be important, but being able to use previously saved templates is very helpful. How would you use another clothing item as a template? Since I'm trying to do this with a piece of armor (a top), is there a way to use one of the other ten thousand armor sets I've purchased here as a projection template?
Workflow for making static clothing mesh poseable?As @Elor linked, I also strongly recommend Mada's series that can make you an expert. They helped me a lot. Very appreciated !
Then I'd like to share some useful tricks from my workflow.. though it's not a tutorial ~~
- Depending on the style of wearables (whatever armors, garments, accessories...), different wearable styles may bring yout different results after rigging them with Transfer Utility (TU). You have to spend a lot of time on weight mapping, fixing corrective morphs, e.g. with long skirt, long robe, etc. So each time you're happy with a certain style of such a "complex type" of wearable, better save it as a Projection Template. When you rig another similar style, you can re-use the Projection Template with TU so as to save quite a lot of time for tweaking and fixing...
(I showed you a case in screenshot 1. On the left, rigged with None or DS templates; On the right, rigged with my saved template)
Well, you can use other garment product with similar style as a template, which is also a pretty good way ~- When weight mapping, if the garment is symmetrical, try using Symmetry option or Weight Map Symmetry... That'll save you more time.
- When fixing things in ZB or Blender, the same, fix them with Symmetry if you can do. Then you can import OBJ to update corrective morphs on different sides with Attenuate option.
- Or, if you just fix one side, you can use Mirroring option to update the corrective morph on the other side. (Left to Right or Right to Left...)
All these tricks can significantly help with speeding up your workflow. Hope you'll find them helpful when practicing with your workflow. Good luck !
Workflow for making static clothing mesh poseable?SnowSultan said:
No no, it's not your fault, but my question was for a whole different process. I'm asking about taking a 3D model of clothing that has never been fitted to anyone (a raw OBJ or FBX mesh from Blender or Zbrush) and fitting that to a G9 figure. I'll look at the tutorials Elor provided for now. Thanks again.
have you tried fitting it with Dforce first using an animated pose ending in the Apose then exporting an obj and using the transfer utility on that?
it's what I do even making clothing myself
Looking for Bifid Nasal Tip for genesis 9This product: Total Control for Genesis 9 has the morph you are looking for called "PFA Nose Tip Lower Crease". Plus it has a lot of useful morphs for extra control in specific situations. I use it with DAZ head morphs and Zev0's 200 Plus morphs mostly to get the results I want.
Workflow for making static clothing mesh poseable?Thank you Richard, I downloaded it. There are no main changes in the process for G9?
edit: This is a tutorial for creating clones that you can use to convert clothing between DAZ figures, correct? I was asking for help with taking a static clothing mesh, like something you would purchase from Artstation, and the process that is required after using Transfer Weights. I'm sorry for any misunderstanding.
Mapping custom UVs to Genesis 9Im quite confused about how that would solve your problem, as described, and dont think you got to the bottom of it. The only way I can think that your problem was solved was if you were only ever transferring a head, not a body, and therefore only needed the 1001 UDIM for the head texture, the combined UV layout of a texture atlas would not be necessary in that case. Also, if you never reloaded the mesh with the updated UV into Wrap, your output texture from Wrap would have remained on the standard 1001 UDIM layout. Hence why it was way too large for the Texture Atlas UV but worked fine on G9 default UV layoutt. If you had inspected the two UV layouts/texutres of both meshes, it would be immediately clear why they didnt line up.
Anyway, I came here to say there is already a single UDIM tile UV layout for G9 that comes with G9, so I dont really see the point of using a texture atlas personally. On the G9 Single UDIM UV layout, the four UDIMs from G9 will be put into the four corners of the layout, so you can readily split out any texture image that you transfer to that layout. The utlities for G9 have a way to split out the maps from the single UDIM layout into the five UDIM maps (1001, 1002, 1003, 1004, and 1005 maps). You can also do this in photoshop manually, splitting out the 1001, 1002, 1003, and 1004 quadrants from the combined texture into their respective parts. The 1005 UDIM which relates to the fingernails and toenails gets put in some random position on the Single UDIM layout, so is more difficult to split out of the combined Single UDIM layout manually, but there are workarounds.
Is there a fat G9M where bending does not make belly looking like lego block?Whenever I try to bend a portly G9M over the belly looks like something out of minecraft. Is there a morph correction product that fixes the belly fat, or any fat for that matter? Short of that, is there any vendor G9M where corrective JCM is provided for a fat belly?
I still can't believe it's 2025 and Daz3D still does not have soft body physics.
G9 Woescrosswind said:
In latest G8 Starter Essentials package, a G9 Clone is already provided. However if you Auto Fit the robe with that G9 Clone, you won't get a good result... because that clone was not made with exact G9's A-pose (ss1)
If you AutoFit it with MMX's G9 Clone or create an accurate G9 clone yourself, you'll get a much better result. (ss2)
Thanks for those pictures, which show exactly my problem. I refrained from buying that clone product, as I wasn't sure that it would be able to fix that problem. Guess I'll buy it the next time when it turns up in a sale.
Thanks at all others who answered. Using the built-in clone or one made by using the "How to transfer a figure from G9 to G8" youtube video or using the G8 base position didn't work and I'm only a user without any skill at using blender or whatever. So I guess I have to go with crosswind's approach.
sunglasses on face deformIt's about FBM, but should work the same with FHM and in this video, Jay Versluis is explaining how to get the name of the morph you'll replace:
He is using Zbrush but you should not need it, so to know what kind of option you have to select in Morph Loader Pro in Daz Studio, I think it should be around 9min50 here:
Edit: another short video on the subject of creating FBM for clothes, by Mada:
Looking for Bifid Nasal Tip for genesis 9hello,
i am looking for a morph for Bifid Nasal Tip , do you know any package having that morph?
thanks
Workflow for making static clothing mesh poseable?When you have your properly shaped OBJ, run the Transfer Utility and select the most appropriate template.
Mapping custom UVs to Genesis 9So, just for fun I launched a brand new scene, loaded G9 again, and reapplied my morph from Wrap. I then again replaced the standard texture maps with the ones generated from Wrap and, lo and behold, it worked perfectly. No scaling issue.
And no clue why.
Anyway, thanks again for all the help with this. If nothing else, I've learned a bunch of stuff, not least of which is how great this community is. Cheers!
Workflow for making static clothing mesh poseable?I think I already know the basic process for taking a static OBJ or FBX clothing mesh and making it posable in DAZ Studio (basically make it fit a figure in a T/A pose, transfer weights, then pose and identify stretching areas, turn active corrective morphs to 1.00, then fix in Zbrush or elsewhere and adjust weight maps where necessary), but could someone direct me to a more concise and accurate workflow though, especially for a Genesis 9 figure? Thank you very much.
How to use a G8F head morph for G8M bodyAs title says, I want to use some G8F head morphs for G8M body. Is it possible? If so, how can I do that?
I know there are discussions converting G8F morphs to G8M. But I am not sure those procedures work for head morphs. Any clues would be appreciated.
Thanks
Messed up hair and make upLinday has some messed up hairs. And if you search for messy there are some others.
For a messy makeup, there might be some characters that has it, and I am not aware of any products (others might know), so you might have to make your own LIE. Assuming if it is for your own use, and you own some LIE makeup product, you can take the image into an image editor and adjust it to fit 'messy'.
Broken nail requires a morph, and I haven't seen any, there might be. Can be done in a modeller if you know such.
funkeyness in character converterIt's very very odd... I have no idea at all why you couldn't find them ~~
However, I'm not able to share the full character morph ~~ I can only give you the scene file in which two delta fixing morphs are saved.
You open the attached DUF file, you SHOULD BE able to find them ! Then you save them as morph assets yourself !
- Go to: File > Save As > Support Asset > Modifier Asset(s)..., by following the settings in (screenshot 1).
- Close the scene. Reload your converted Lizardian G3M. Now you SHOULD BE able to find the morphs, and dial them ~~Morphs Loader pro problemsPlease excuse my poor English, I'm using a translator.
"What is the name of the OBJ file? Or what is the name you're looking for in Morph Loader Pro (MLP)?"
I'm a PA, and this is a new article I created and integrated into Daz today.
"What do you mean by 'tab'? I assume you mean Path in the DS Settings pane >, like what I highlighted below (screenshot 1)."
Yes, that's right, again, forgive the translation XD
"Expand All (the name and label are named Expand All) is a morph from Fit Control for G8F. If this morph is enabled on G8F, once you rig a garment with the Transfer Utility on G8F, a hidden Expand All morph will be automatically created on the garment (via auto-tracking). Then, if you import a morph onto the garment with the same name: Expand All plus the option: Replace existing deltas of > only. The hidden Expand All morph property on the garment will be overwritten. Since it's hidden by default, you need to enable the Show hidden properties... option to find it in the Settings pane.
Check if this was the case when you have..."
Ah okay, like a ghost morph... I didn't know, that's where the problem comes from then, there's a duplicate and an error.
"Then, I'm a little confused... You said you couldn't display it, but how could you rename it? That's what you did with Show Hidden Properties... turned on, I guess."
I renamed it directly from the source in ZBrush and reimported it cleanly.
"That's not a problem for me... Well, you need to understand how a product works and what morphs are in that product, i.e., fit control. All Fit Control morphs for G8F are first activated on G8F rather than on conformers (fitted garments, accessories, etc.), and then because these morphs are defined as Auto Follow, the corresponding morphs will be automatically created by Auto Follow on the fitted garments. You have no way to "throw" them or manually compose them on the garments ~~ (screenshot 2)
So, in principle, don't use the same name as Expand All if you've triggered Fit Control morphs. Instead, give it a dedicated name that isn't in the property list, otherwise there will be problems..."
Yes, I'm aware that Fit Control is applied on G8F and then passes the morphs to the garment.
Thanks for the info, so the error came from the fact that an "Expand All" already existed in the settings... I will be for the future, thanks again !
Morphs Loader pro problemsV8 Infinite said:
Hello, I wanted to create a morph for a piece of clothing. As usual, I use Morphs Loader Pro.
I import the morph, and everything is fine.
The dialog box tells me that the morph has been created successfully.
What is the name of OBJ file ? or what is the Name that you speficy in Morph Loader Pro (MLP) ?
Problem: It doesn't create the tab where it's located... or the tab is empty...
What do you mean by "tab" ? I suppose you mean Path in DS > Parameters pane, like what I highlighted in below (screenshot 1)
The morph in question is called "Expand All" and I can't display it. Its data is correctly entered but invisible in Daz.
Expand All ( both Name and Label are named as Expand All ) is a morph coming from Fit Control for G8F. (The vendor should've given it a prefix... like fc_)
If this morph is dialed on G8F, after you rig a garment with Transfer Utility on G8F, a hidden morph of Expand All will be automatically created on the garment (by Auto Follow). Then if you import a morph to the garment with a same Name: Expand All plus the option: Overwrite Existing > Deltas Only. The hidden Expand All morph property on the garment will be overwriten. Since it's hidden as default, you have to turn on Show Hidden Properties... to find it in Parameters pane.
Pls check if it's the case you have ...
I rename it to "Expand Toes" and it displays correctly.
Then I'm a bit confused... you said you can't display it but how could you rename it ? You did it with Show Hidden Properties...turned on, I suppose.
Is this a tab settings issue?
Does the latest update not like "official" names, which could conflict with certain morph creation extensions in particular? (I have Fit Control)
Not an issue to me... Well, you have to understand how a product operates and what morphs are within that Product, i.e. Fit Control. All the morphs from Fit Control for G8F are firstly activated on G8F rather than the conformers (fitted garments, accessories, etc..), then because those morpsh are set as Auto Follow, so the corresponding morphs will be automatically created by Auto Follow on the fitted garments. You have no way to manually "launch" or dial them on the garments ~~ (screenshot 2)
So, in principle, do not use the same name of Expand All if you've triggered Fit Control morphs, instead, give it a dedicated name that is not in Property List otherwise there'll be some problems...
Thanks
Morphs Loader pro problemsUncannyValet said:
V8 Infinite said:
UncannyValet said:
V8 Infinite said:
Problem: It doesn't create the tab where it's located... or the tab is empty...
By tab do you mean the 'Morph Loader' path? Did you search all such "tabs" for the morph by name?
The morph in question is called "Expand All" and I can't display it. Its data is correctly entered but invisible in Daz.
I assume you already have "Expand All" on the outfit so you are just overwriting the existing Expand All. I believe Expand All is added by default if you use one of the G9 templates for Transfer Utility.
The tab I'm creating (Actor, Morph Loader, or other) is present but empty.
No, the garment in question doesn't have any morphs (Fit Control hasn't been launched or anything else on this garment).
I think it must be a conflict in the name "Expand All," since I renamed it something else and no problem, the tab is created with the morphs in it...
Well, I specifically asked this question for a reason: "Did you search all such "tabs" for the morph by name?". If you have something in search bar blocking loading, then you wont see all morphs.
The reason you might see Expand Toes but not Expand All could be because you have the letter T, O, or S in the search bar.
You dont have to "load fit control" to have morphs added. If using G9 default templates, they get automatically added in Transfer Utility. Apparently it is called "body_bs_ExpandAll" rather than "Expand All" though.
Oh, okay, thanks, I didn't know. I'm not very familiar with the G9, but I'll find out in the future.
The garment in question is made for a G8F.














