Rigging or Weight Maps?!

Hello! I've been working on a new pair of cargo pants for G3M. Unfortunately, I am once again having weird pelvic area distortion. This time, it's worse than usual. So I have a couple of questions:

1) Can the mid point of the crotch area actually be lower than G3M, or does it really need to be right next to the modle? In this case, I have it slight lower like you often see with people in cargo pants (these aren't generally hip hugging pants).

2) Is the distortion an issue of weight maps or rigging? I'll be honest, I've watched a ton of videos on weight mapping and people always make it seem so easy, but it never looks like that when I actually try to do anything. Half the time, the weight map brush seems to just give up and stop doing anything after a few minutes. 

3) Why is there this awkward triangular distortion happening in the pants? This is where I think it could be a rigging issue, but not sure. 

Any advice on this one would be greatly appreciated. I do this for fun and not for profit, so all of my creations go up to ShareCG. I

    

Comments

  • 1) It can be anywhere - you just have to make sure the weight maps and rig are correct.

    2) That is a weight map issue. A few of the polygons from his right leg are assigned to the left thigh. That's why they stretch like that on picture 3.

    3) Weight maps. You basically have weight painted on the wrong thigh of the pants. 

     

    How did you make these pants? Transfer Utility? 

  • Thomas:

    Thanks! I made them using Marvelous Designer and then used the Transfer Utility. 

    Jason

  • The Transfer Utility projects from the source mesh (the base figure) to the nearest part of the target mesh (your clothes). In tight spots, especially if the target is at a distance from the source, that can have odd results. That doesn't mean you can't do things like this, just that the Transfer Utility maps cannot be used as-is in these cases.

  • nonesuch00nonesuch00 Posts: 18,120

    Well my question is could of Jason avoided that problem by having the fellow do the splits before using the Transfer Utility?

  • Possibly - though that would require posing the figure that way, baking the rotations so it functions as a new zero pose, using that as the avatar for the clothing creation, using the transfer utility, then counter-rotating the legs on the clothing and baking the rotations on that.

  • nonesuch00nonesuch00 Posts: 18,120

    Possibly - though that would require posing the figure that way, baking the rotations so it functions as a new zero pose, using that as the avatar for the clothing creation, using the transfer utility, then counter-rotating the legs on the clothing and baking the rotations on that.

    Hmmm, well thanks. That is something to keep in mind as I want to buy Marvelous Designer but maybe I will use a A pose for the legs instead of the splits..

  • Another way

    Well my question is could of Jason avoided that problem by having the fellow do the splits before using the Transfer Utility?

    I know there is an extra way to do this.

    1. You have the model do the splits and export it so you can model on it.
    2. Create pants on that pose.
    3. Transfer the pants to DAZ Studio.
    4. Have the model do the splits.
    5. Transfer Utility (set Item Shape to Current for Source).
    6. Pants will spaz out.
    7. Unfit the pants.
    8. Use Transfer Rigging (Figure Space) option match rigs.
    9. Now fit the pants.

    There might be slight issues - but you can correct them with the Node Weight Map Brush.

  • I wish someone would really create a video tutorial on this topic (so would be willing to buy a product like this). There was one that touched on it for like ten seconds, and everything was 100% smooth so you really didn't learn how to do anything. Shirts tend to be very easy, but pants always cause problems. And don't even get me started on trying to deal with underware. I can never get those to work. Half the time I feel like I make things worse when I start messing around with the Node Weight Map Brush.

    Jason

  • nonesuch00nonesuch00 Posts: 18,120

    Well, based on the clothing I have bought in the DAZ Store, both male & female, the pants often have stray triangles in the crotch area, that you are to mess around with posing, or autofit conforming iterations, to try and get them not to show up so you are not the only one with that problem, DAZ Store sells products with that problem.

  • JasonSWrenchJasonSWrench Posts: 379
    edited November 2016

    Hello Everyone:

    My alter-ego finally finished working on the project. Overall, I learned a lot about making sure parts of the mesh were assigned properly on the figure. Once I did that and then made sure the weight maps only moved the parts of the mesh I wanted to move, things got a lot better. It's not perfect, but every project helps me learn a little bit more. I just uploaded it to Share CG. Here's the link to the freebie post on here:

    http://www.daz3d.com/forums/discussion/88801/renderguyny-s-freebies-latest-freebie-updated-11-29-16#latest

    Here's the direct link: https://www.sharecg.com/v/86663/browse/21/DAZ-Studio/G3M-Henley-Cargo-Pants

    Thanks,

    Jason

    Post edited by JasonSWrench on
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