Can I edit the mesh in DAZ?

I have a character wearing the sweater below.  When I import them into Iclone and add a weight map (for moving fabric) the pockets are not aligned with the rest of the map because the UV are different.  In the "sweaterExample" image you can see the pocket is breaking away from the rest of the mesh.

The object below is what I have, and the sample texture map illustrates the problem.  Is there some way of combining the pockets into the main body of the object?  I cannot edit the weight map accurately enough to get consistent results.  And when I eliminate the pockets, there are holes!  In other words, if it isn't one map, it won't work.

Here is a sample of the material in action: 

Thanks!

sweaterObj.jpg
913 x 799 - 58K
sweaterMap.jpg
600 x 600 - 192K
sweaterExamp.jpg
1000 x 750 - 94K

Comments

  • mjc1016mjc1016 Posts: 15,001

    That kind of mesh editing is beyond the capabilities of Studio.  You would need to use a dedicated modelling program and then the result would need to be re-rigged.   That's one of the drawbacks of trying to use a piece of conforming clothing dynamically (no matter how you do it)...sometimes it is not constructed to handle it.

  • MythmakerMythmaker Posts: 606
    edited September 2016

     In other words, if it isn't one map, it won't work.

    Yes it can work without having to make any change to the UV map.

    Export to any 3D tools and manually stitch (vertex weld) the pockets to the coat. Need to redo the whole transfer utillity step (rerig the clothes to character) on the way back.

    Do this before exporting out of DS and you won't get flying falling pockets in iClone.

    Post edited by Mythmaker on
  • Sorry for the delay in replying.Thanks for the feedback.  Something else to consider. :-O

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