Modeling with arms down

Is it possible to transfer the rig of G2F/G3F to a model that was modeled with arms down (not t-pose)?  

Reason I ask is that I am trying to model something that has like a rubber band around the body (with arms against sides), and it is better for that mesh to "stretch", versus pinch, as the arms move out from the body.  I can't figure out a way to do model that with the T-Pose, that will look good then when I fold arms down to the sides.

I appreciate any ideas, methods or the settings to make that transfer possible (like with arms bent at about +/-70)!  :)

Comments

  • mjc1016mjc1016 Posts: 15,001
    edited October 2016

    What I've seen done, in the past, is to create a pose to apply to the figure before loading the clothing...I know that some of the Optitex dynamic clothing comes with an A-pose to apply before the clothing. 

    What I'm not sure about is if that is the best way or if it is the only way...

    Post edited by mjc1016 on
  • 3dOutlaw3dOutlaw Posts: 2,471

    Yes, that defintiely makes sense for Dynamic clothing, but I would like this to be confirming, so I need to be able to transfer the rig to the prop.  I found the below in another thread, I am going to try it.

     

    Karen said:

    You could try to use Transfer Utility with Item Shape set to Current.

    I know that I will run into the same problem sooner or later ;-) so it would be nice to hear if it works.

     

    Edit: Sorry, forgot to mention that Figure should be posed in A-Pose, too. After using the Transfer Tool, pose Figure back to T and the sleeves should follow (theoretically)

     

  • 3dOutlaw3dOutlaw Posts: 2,471

    Yea....no, that didn't work at all  :(

  • You can bake rotations on the figure to make the pose that matches the clothing the zero state, use the Transfer Utility from that, then apply the reverse pose to the newly rigged clothing and bake the rotations there. Bake Joint Rotations is in the Edit sub-menu of the Joint Editor tool's option menu.

  • 3dOutlaw3dOutlaw Posts: 2,471
    If I bake G2F...do I ruin her, or not if I dont save her as a new figure?
  • Sorry, don't save the baked Genesis figure - just use it to transfer, then delete it. Reload a plain version of the figure for any further work. You also don't save the clothing figure until you have baked its rotations to match the standard figure.

  • 3dOutlaw3dOutlaw Posts: 2,471

    OK, trying it now, will report back

  • 3dOutlaw3dOutlaw Posts: 2,471

    Yep, that worked, thanks.  I had to move the arms out a little as the WM's were fighting for control of the vertices, if they were too close.  Thanks Richard!

  • JimbowJimbow Posts: 557

    You can bake rotations on the figure to make the pose that matches the clothing the zero state, use the Transfer Utility from that, then apply the reverse pose to the newly rigged clothing and bake the rotations there. Bake Joint Rotations is in the Edit sub-menu of the Joint Editor tool's option menu.

    That sounds like it might be a way to get around the dreaded stretchy gloopy shoulders on custom clothing that's transferred in T-pose. Thanks.

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