Some More Content Creating Questions

MightyMiteMightyMite Posts: 91

Is there any way to prevent this type of squishing of a belt that I'm creating from scratch?

 

I've tried removing bones, adjusting weight maps. Tried to parent as a prop instead of a comforming clothing. Is there another setting I could try to reduce the squashing?

I've tried to save as wardrobe, accessory...

 

Post edited by MightyMite on

Comments

  • IsaacNewtonIsaacNewton Posts: 1,300

    If you have a program such as Zbrush, you could take the trousers into that program and use a smooth brush to reduce the ripples. It is more work to return the waist band to normal, but quite possible. However, since you can only morph one object at a time it tends to be an iterative process of morphing in Zbrush and going back to DS to check the results.

    If DAZ Studio had mesh brushes (either built in or via a plugin) then the process would be much easier as you could see the effects of any changes you made in real time.

    Poser does have mesh brushes built into the program. So you might try to import the figure and clothing into Poser, make the necessary correction morph with the Poser mesh brushes and then export both figure and clothing back to DS. I have not tried this process and don't know how easy it would be. Perhaps you would need to export the changes you made in Poser as morphs and load those into DS using Morph Loader pro.

    Good luck.

  • I'd like to organize my DATA folder so that my Vendor/Product folder isn't a thousand directory mess.

    Is there any way to force DAZ to save for example a Figure/Prop

    Data/Vendor/Product/Clothing/Footwear/Shoes/Shoes 01.dsp

    Data/Vendor/Product/Clothing/Shirts/Shirt01.dss

    Etc.

    So far when I go to save it already fills in vendor/product but there's no way to organize further (or at least I can't find it.)_

     

  • Richard HaseltineRichard Haseltine Posts: 100,781
    edited October 2016

    It is not intended that you rearrange the Data folder - trying to do so will almost certainyl break the content, or at least stop add-ons from working. What are you trying to achieve?

    Post edited by Richard Haseltine on
  • not existing items.

    Purely as a developer of new items I'd like to save my directories  in a logical manner.

    I'm creating a new product. say it'sa  clothing line. We'll call it ClosetWare.... the directory is now Vendor/Closetware/...Now I want to createa  line of shoes, socks, pants... Instead of saving all of these in one folder (ClosetWare) I want to organize it (ClosetWare/Shoes, ClosetWare/Socks, ClosetWare/pants...) Without all of these items being dumped into one folder causing a big mess as a developer next year when i go back to visit and find thousands of folders in one ClosetWare folder.

  • so under ItemName I entered "Socks/Test01"

    and it created a directory named Socks... Geez lucky guess. Is this even the correct method?

  • then when I went in to resave the item it placed the last directory I access (in this case Socks) appended to the Product name....

  • I thought I would have to map to sub directories....

  • This kinda looks like it needs Rigidity.... although I guess the best solution would be to create a corrective morph.

    Belts in bending areas are always a problem.

    One thing you might try is to have the belt not be welded to the clothes or as a seperate object. Then adjust its weight maps to resist bending and stretching like that.

  • WilmapWilmap Posts: 2,917

    When you save your item you can enter the directory in the 2nd box down under Vendor name, then the item in the 3rd box.  That's how I do mine and each outfit has it's own folder under my Vendor name.

  • This kinda looks like it needs Rigidity.... although I guess the best solution would be to create a corrective morph.

    Belts in bending areas are always a problem.

    One thing you might try is to have the belt not be welded to the clothes or as a seperate object. Then adjust its weight maps to resist bending and stretching like that.

    Rigidity is for auto-follow morphs - it isn't used for bending, where you make things rigid by giving them a uniform weight across the item (which probably wouldn't work here). The problem is that in reality the belt would push the fless (and other clothes) out of the way, but that won't happen here (without adding custom morphs to everything)

  • Rigidity is for auto-follow morphs - it isn't used for bending, where you make things rigid by giving them a uniform weight across the item (which probably wouldn't work here). The problem is that in reality the belt would push the fless (and other clothes) out of the way, but that won't happen here (without adding custom morphs to everything)

    You're right Richard.

    I guess the best way to handle this is to make corrective morphs then.
    Or scrap the belt if it causes too much trouble for what its worth...

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