Can you rig custom characters to work just like C4D ,LW in D/S ? No shrink wrap ?
RorrKonn
Posts: 509
Can you rig custom characters to work just like C4D & LW where the cloths do not shrink wrap to the character ?
If I rigged my characters in DAZ Studio.
I would want it to work just like C4D or LW.
So when I add close to them ,the close do not shrink wrap to the character.
Cloths shrink wrap to Genesis. I would not want my cloths to shrink wrap to my characters.
Can we do this in DAZ Studio ?
Comments
Shrink-wrapping is generally the result of the automatic morph transfer. If you want to avoid it you need to create your own morphs instead (though the Clothing Cleavage Modifier can help with breasts and buttocks)
If the rigged character does not have any morphs. then the close will not shrink wrap ?
Can we turn automatic morph transfer off ?
In case your wondering why I'm asking these odd questions.
I'm seeing if it's feasible to use DAZ Studio as Rigs for zBrush.
Basic C4D 9 does not have GoZ or advanced rigs just basic rigs.
There are several ways to turn morph transfer off, in effect, but ti only affects items with morphs applied. If you are applying a new piece of clothing to a base figure its shape should change - only morphed items should cause conformers to change. It may be that you are talking about something else, in which case an example image or two would help to clarify.
I can't post a .jpg cause I can't rig in DAZ Studio.
I'm not that experienced with DAZ Studio.
I have no idea what I was thinking about attempting is even possible.
It would take a character of a polycount around 3000.
Have one copy in DAZ have another copy of the same mesh in zBrush with a displacement or vextor map,hair.
Then every time you started the app's DAZ ,zBrush.
Have the character in DAZ pose the zBrush character.
Have no idea if it would work at all or work smoothly.
I don't think you could link a mesh in ZBrush to a mesh in DS in that way - the nearest I can see would be using the DS mesh subtool as a morph target for the other mesh, but I'm not sure how well that would work (if at all).
Meh wrong thread sorry heh