Fit to Vs. Parent to......
Griffin Avid
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in The Commons
Fit to Vs. Parent to......
Does that make a difference to anyone?
when loading items onto a character, they sometimes are parented, but are listed in a drop down under the character.
For just visual neatness, I sometimes then 'fit the item' onto the character so it locks in under the target body part and is removed from the list of items in the scene pane.
The problem then becomes edited that particular item, as sometimes it's hard to select when not isolated.
Is there a preference....anything happens when the you start posing the figure...?
For morphs....?
Comments
Parenting is less important when something is "fit to" another thing, because it (usually) automatically follows. I like it because then I have everything (hair, clothes, accessories) grouped under one character, but it's not strictly neccisary, unlike with parented props or other things that aren't "fit to", where parenting is the only way to keep them with the character (and they're usually parented to the part of the body where they need to be for the scene)
I know when I choose fit to for items that were made for a figure different than the one I'm using, the built in morphs for the items will usually become unusable. If I parent those items, the morphs remain usable. As a result, I always parent hair items that aren't for my target figure to the figure's head rather than choosing "fit to", and then adjust the fit using scale, translation and any adjustment morphs the hair has.
It really depends on the item for me. I use lots of older content and some autofits well, others don't. Some items don't 'sit" where I would like or how I would like, so I then parent them where I need them instead of fitting.. Older, other figure hair always gets parented, especially if it is longer so it doesn't lose any special morphs or corrupt the mesh.
I usually parent skirts or robes, because they almost never look right (although if that becomes a real problem, time to go to dynamic)
If you parent A to B, A will follow B. Parent a sword to a hand and the sword will, generally maintain position relative to the hand.
If you fit A to B, what happens next depends on if A was made to Fit to B. If is was, the A uses B's skeleton for transforms. It's mor complex than that, but it's a decent simplification of what is going on. If A is not Made to Fit to B, autofit is invoked, and Studio attempts to replace A's skeleton with a copy of B's at that point, A uses B's skeleton for transforms.
If one is clever, one can get an item A made for C to fit to B without autofit, but the reusult is usually a mess, because this whole using the skeleton thing doesn't work well unless A has every needed bone that B has. Say a jacket made for V4 on G3 or G8. the latter have more bones in the torso than V4, so the jacket will tend to pose wrong without first using Autofit to replace the V4 skeleton with the later skeleton. There are means around this but the are tedious and beyond the scope of this comment.
So that's the difference. Parent is just a "follow me" thing. Fit allows one figure to wear another figure, and is how most clothing works.
As noted, you can fit an item without parenting, but many items don't give you choice, because of how they were saved. If they were saved parented, they'll tend to load parented. Mostly it just means that they are organized differently in the Scene tab. And non parented items might not delete if you delete the figure they are fit to, while parented items will.
Ahhh thanks for the clarification
I end up unfitting and parenting a lot of hairs, I get a lot of weird distrortion around the neck issues. Only really works for hairs that have good move morphs or is usable with VWD though. I hate autofit with a passion lol.
Regardless of fitting, items need to be parented (to a figure) to save or apply the hierarchical presets.