Let’s Make Clothing! Tutorial thread. Shoes too!

patience55patience55 Posts: 7,006
edited September 2013 in Technical Help (nuts n bolts)

Welcome back to my yo-yo thread ;-)

..........................................

Okay ... giving this another go now that the temperature is better and the posts are bumping hopefully it'll grow in leaps and bounds to be a nice resource thread for the topic of making clothing in general for our 3d models. Obviously a lot of the topic will be covering Genesis in D/S4.

This is not a thread in which I have all the answers. Far from it. It'll work if we all pitch in. NO FIGHTING. Remember Thumper's mother's advice. Thank you.

Any topic concerning the making of clothing, from start to finish, is welcome herein.

What works for one may not work for another ... so different methods and/or explanations of methods are also welcome.

The only stupid question is the one not asked. If you have a question; somebody else undoubtedly also has it - ask. Worse case scenario, nobody knows the answer. Best case scenario we'll be having more posts than the .... group. ;-)

If you wish to share an idea or tip ... those are welcome too.

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Comments

  • patience55patience55 Posts: 7,006
    edited January 2013

    Links:

    $:

    http://www.daz3d.com/shop/toon-generations-developer-pack/ For clothing for the Toons.
    http://www.daz3d.com/shop/utilities-resources/sadie-developer-pack/ And for Sadie.


    http://www.daz3d.com/shop/genesis-starter-kit/

    http://www.daz3d.com/shop/utilities-resources/rigging-original-figures-in-ds4-pro/

    http://www.daz3d.com/shop/genesis-basic-clothing-rig-kit/


    ......................

    ezbrush has lots of Hexagon tuts including some for clothing

    http://blip.tv/ezbrush/elastic-waistband-4129501

    http://blip.tv/ezbrush/ez-pant-video-tuorial-2886142


    Some free quicksuits:


    Quicksuit for M4 exists here:
    http://www.sharecg.com/v/29479/gallery/3D-Model/M4-Quicksuit

    This one must be changed at least 30% before releasing it as either free or commercial ... and smoothing doesn't count!

    .....................

    http://www.sharecg.com/v/34998/related/3D-Model/M4-free-starter-jacket-mesh-©marius_if

    http://www.sharecg.com/v/35005/gallery/3D-Model/M4-free-starter-pants-mesh-©marius_if

    mesh for a jacket and pants: "unrestricted use" ....

    ...............

    http://www.sharecg.com/v/40810/3D-Model/MilKids4-Starter-Suit-&-Dress

    "unrestricted use" but you are to make significant changes.

    ............

    http://www.sharecg.com/v/13081/3D-Model/Starter-Dress-for-Victoria-4

    http://www.sharecg.com/v/13080/gallery/3D-Model/Starter-Pants-for-Victoria-3

    http://www.sharecg.com/v/13079/gallery/3D-Model/Starter-Dress-for-Victoria-3

    http://www.sharecg.com/v/29498/gallery/3D-Model/Starter-Suit-for-Michael-4

    http://www.sharecg.com/v/13074/gallery/3D-Model/Starter-Pants-for-Michael-3

    http://www.sharecg.com/v/29360/gallery/3D-Model/Starter-Suit-for-NetherGirl-Phoebe

    http://www.sharecg.com/v/29350/gallery/3D-Model/Starter-Dress-for-NetherGirl-Phoebe

    http://www.sharecg.com/v/13083/gallery/3D-Model/Starter-Suit-for-Hiro-3

    http://www.sharecg.com/v/13069/gallery/3D-Model/Starter-Pants-for-David-3

    http://www.sharecg.com/v/13078/gallery/3D-Model/Starter-Pants-for-Sara-2

    http://www.sharecg.com/v/13077/gallery/3D-Model/Starter-Dress-for-Sara-2

    http://www.sharecg.com/v/13076/gallery/3D-Model/Starter-Pants-for-Stephanie-Petite-3

    http://www.sharecg.com/v/13075/gallery/3D-Model/Starter-Dress-for-Stephanie-Petite-3

    http://www.sharecg.com/v/13073/gallery/3D-Model/Starter-Dress-for-Laura-3

    http://www.sharecg.com/v/13072/gallery/3D-Model/Starter-Pants-for-The-Girl

    http://www.sharecg.com/v/13071/gallery/3D-Model/Starter-Dress-for-The-Girl

    http://www.sharecg.com/v/13070/gallery/3D-Model/Starter-Pants-for-The-Freak

    http://www.sharecg.com/v/13068/gallery/3D-Model/Starter-Pants-for-Aiko-3

    http://www.sharecg.com/v/13067/gallery/3D-Model/Starter-Dress-for-Aiko-3


    include Hexagon files!
    "unrestricted use" but you are to make significant changes.


    ....................

    http://www.sharecg.com/v/47580/browse/Poser/Quicksuit---DAZ-MilHorse

    http://www.sharecg.com/v/47579/gallery/Poser/Quicksuit---Lycanthropos

    http://www.sharecg.com/v/48065/gallery/Poser/Quicksuit---DAZ-Kids4

    http://www.sharecg.com/v/48064/gallery/Poser/Quicksuit---DAZ-Milbaby3

    For these READ the readmes!

    ..........................

    http://www.morphography.uk.vu/dlquicksuits.html

    .................................

    More tutorials:

    http://www.sharecg.com/v/66659/browse/3/PDF-Tutorial/Creating-a-Pose-for-Silky-Dress-High-Heel-Shoes

    Post edited by patience55 on
  • WilmapWilmap Posts: 2,917
    edited December 1969

    I've downloaded alll your tutorials. Thanks they are a great help.

  • patience55patience55 Posts: 7,006
    edited June 2012

    You're very welcome.


    Okay ... forum system is a tad wonky over here today so maybe this will post with pics ... and if there's a huge pause of time in which I'm not replying when expected to ... could be 'unspeakable about issues' ... so ... anyhow ... here goes:


    Making pipe trim
    ... be it for lampshades, dresses, whatever, there are several ways to accomplish this.


    One little trick I learned was a fast way to create a trim and attach it to the item. Now, creating it and then attaching it to the item is best done after the item has been tessellated but not yet smoothed. [can smooth the works later]

    Sometimes when piping is smoothed; it may also break open so check for holes!

    The latest Hexagon may work great for making morphs for Genesis; but at least on this computer it hasn't proven itself effective for any large projects as you'll see ... [I have the older version on another computer for larger projects]


    #1 Our 'beautiful lampshade' ... :-)

    #2 Select the edge line ... keyboard: copy/paste ... it'll now form a "Curve".

    #3 I've hidden the lampshade so you can see the 'curve'.

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    Post edited by patience55 on
  • patience55patience55 Posts: 7,006
    edited June 2012

    #4/5 Select all the lines; apply thickness. Validate.

    #6 'solid' cube ... select both items [keyboard Shift + click on .obj]

    #7 Both items are selected; pick lines, loop a set either side. Bridge them.

    #8 We don't need a lone line far from the joint, we do need a line near the joint so slide it up.

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  • patience55patience55 Posts: 7,006
    edited June 2012

    #9 Why the lampshade needed to be have the corners tessellated first. What manifold really means ... a solid part of the object attached to a plane will not allow much if anything to be done with it. Work a-rounds usually involve removing a face or two; do what needs doing; replace the faces.

    #10 On each part, the corner was tessellated; the edge lines selected and once more we bridge them.

    #11 Showing that this will work. But rather than do that all a thousand times over ... hay, why not delete the pipe, tessellate all the corners at once; then remake the pipe!

    #12 Tessellating all the corners ;-)

    #13 We made the new pipe trim; selected the edge lines ... going for the bridge ;-)

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    Post edited by patience55 on
  • patience55patience55 Posts: 7,006
    edited December 1969

    And ...

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  • kitakoredazkitakoredaz Posts: 3,526
    edited December 1969

    So much thank your kind tutorial. ^^v

    I can understand well about some tools for your tutorial.

    Nowdays I am changeing model tool from blender to hexagon.

    (blender is awesome cool tool, but I feel as if someguys chooking my breath when I see the screen,,)

    I hope you keep this thread and sometimes ( though manytimes is best,,) up new tutorial.

    (this is my mini memo,

    Hexagon sometimes stopped when I use both soft manipulation and symmentry option,
    then symmentry shape break before I knows,, do not you think so?

    I read this solution, from artist blog,

    when use symmentrical and soft selection,
    1. select vertex
    2 shift + click select the vertex( colored) opposite side,
    then use soft selection.
    not so good? )

  • patience55patience55 Posts: 7,006
    edited June 2013

    So much thank your kind tutorial. ^^v

    I can understand well about some tools for your tutorial.

    Nowdays I am changeing model tool from blender to hexagon.

    (blender is awesome cool tool, but I feel as if someguys chooking my breath when I see the screen,,)

    I hope you keep this thread and sometimes ( though manytimes is best,,) up new tutorial.

    (this is my mini memo,

    Hexagon sometimes stopped when I use both soft manipulation and symmentry option,
    then symmentry shape break before I knows,, do not you think so?

    I read this solution, from artist blog,

    when use symmentrical and soft selection,
    1. select vertex
    2 shift + click select the vertex( colored) opposite side,
    then use soft selection.
    not so good? )


    You're welcome. ...

    In checking out some 'new' ways to create stuff for a tut; think I may have something rather awesome coming this way ... it will take some time though for me to finish it. Like a week or so. It's a sash for those who might want yet another one lol ...

    hmm ... okay ... for 'learning projects' first off, I'd recommend not using .obj files imported from other sources. All the various modeling programs have their 'communication issues between each other'. Hexagon can work with symmetry for the basic starts in modeling ... but once one starts extracting lines, etc ... symmetry may work; might not. If there's any 'decision' to be made, Hexagon cannot make it and it will either freeze or crash. So we must keep things 'simple' ... if you've created the item in Hexagon and you know it has symmetry; then yes it can be used. If you're using an .obj from elsewhere and/or an .obj that has had a lot of work done on it; symmetry may or not work; experience over here is usually that it's not worth it. Work on the one side of the item ... if it's something to have symmetry ... put a nice line straight through the centre ... cut away half of the item; then use the other symmetry tool to make a symmetrical half to join back to it.

    Here's the pics ... put together in a .pdf for convenience. When I clicked on the link it came up viewable online with a working download button. You do not need to sign in to anything to download this one.

    "link retired"

    Post edited by patience55 on
  • patience55patience55 Posts: 7,006
    edited June 2012

    Found a few more links for the thread:

    Yes!
    For D/S4:
    Here's the link for SickleYield's "Rigging a Skirt for Genesis" and the pics show!
    http://forumarchive.daz3d.com/viewtopic.php?t=181707

    And "Morphing a Skirt for Genesis" with more pics!
    http://forumarchive.daz3d.com/viewtopic.php?p=3251385#3251385

    clicking on the thumbnails will result in nice large images appearing :-)


    http://www.sharecg.com/v/61954/view/3/PDF-Tutorial/DS4-TutorialRigging-High-Heels-for-Genesis


    ........................................


    These I find very useful for rigging clothing to fit M4 and V4. Nothing extra in them that requires deletion before redistributing one's clothing items. More a D/S3 thing now but hay.

    From DavidGB's thread [? the link atm]

    http://www.acol56.ukgateway.net/V4BLANK.zip
    http://www.acol56.ukgateway.net/M4BLANK.zip


    ............................................

    As for my old tuts which I pulled, not to worry, I do plan on redoing whatever needs redoing. I'm not a professional tut writer [no kidding] and sometimes I like to improve things too you know.

    Cheers,
    Catherine.

    Post edited by patience55 on
  • kitakoredazkitakoredaz Posts: 3,526
    edited December 1969

    tnank you!! so many things, I want to try,,

    and May I ask you to apply link of Rigging High Heels for genesis by niccipb
    in your list ?

    http://forumarchive.daz3d.com/viewtopic.php?p=3406520

    DS4 Tutorial:Rigging High Heeled Shoes for Genesis

    I tried before to reshape V4shoes, but I could not do well, so I serched around forums, then I found her tutorial.
    (I understand you know her tutorial. She may not be puzzled to apply link here, does she:coolcheese:? )

  • niccipbniccipb Posts: 483
    edited December 1969

    @kitakoredazu - I don't mind at all :) I'm glad you liked it and I hope it was of help to you. I will do a revision when 4.5 is released ;-)


    Patience tut's are great and I'm following them myself so that I can learn Hex (Blender user here :bug: )

  • patience55patience55 Posts: 7,006
    edited December 1969

    Link added in, thanks.

    Links, whether to your own or somebody else's 'making clothing' tutorials, free or $, are welcome.
    I will add them together in one of the above posts so people can find them [hopefully] if/when the thread gets 'much longer'!

    I will be putting together a short 'rigging clothing' item for M4 when I rig this sash ... and will put together some notes for how I made this too.
    Now, for those who've followed my creation efforts, yes I start a number of sashes [trying for a really fancy Klingon type sash] which don't materialize. This is because I might get 95% of it modeled and then the program absolutely refuses to do one more anything on it. Sadly Hexagon is a 32 bit program ... computer is 64 bit ... I know the computer can do more, but ... weakest link is the sum total. So far, this sash looks like it'll make it to the finish line. Tedious amount of "1 by 1" editing that needs to be done. The uvmapping isn't the final coat ... but here's a few teasers:

    "Woven Rope Sash" - M4 WIP

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  • patience55patience55 Posts: 7,006
    edited June 2013

    I found a nifty FREE skeleton which appears to be good tut material.

    http://www.turbosquid.com/FullPreview/Index.cfm/ID/598105

    Working on one to show how to make objects we download into workable figures in D/S. As I cannot redistribute this mesh, if you want to follow the tutorial please download a copy. You only need the .obj file.

    The tutorials for this will be released in parts. And I'll edit this particular post with the links when the uploads are available. Beside each post is a little number [#13]; if you click on that, then copy the url in the address bar ... that's the linkable link then for this post.


    ... links were all retired ...

    Post edited by patience55 on
  • patience55patience55 Posts: 7,006
    edited June 2013

    We're having a major heat wave for a few days ... so 'puters will be off more than on.

    "retired links"

    Post edited by patience55 on
  • anikadanikad Posts: 1,919
    edited June 2012

    Has anyone used the genesis basic clothing rigging kit? Is it any good? I noticed it was on sale.

    Post edited by anikad on
  • patience55patience55 Posts: 7,006
    edited December 1969

    anikad said:
    Has anyone used the genesis basic clothing rigging kit? Is it any good? I noticed it was on sale.

    Oh Yes!!! Good time to get it. Includes instructions ;-)

  • kitakoredazkitakoredaz Posts: 3,526
    edited December 1969

    Oh I am thinking to write about the tool.
    .
    now I am tryiing genesis basic clothing rigging kit.
    .
    I think it gives me 5 type donner dress with ghost bone (buck front right left and full).
    .
    they have different part extra bones for rig clothing to genesis.
    .
    and It came with PDF tutorial to rig and weight map clothing obj by his donner model and transfer utility,
    (It is not about detail, but I think I can understand, maybe)
    .
    Now I am thinking how to reform karuki for V4 wear to genesis,,,
    .
    I love this wear so much and I hope to reform it for genesis with morphs .
    .
    it has some gohst bones for V4,, and I am now thinking which donner dress is best for reforming it.

    may anyoen tell me how to reform V4 wear by this tool for genesis?
    .
    (Patience 55, do not you mind of my question on this topic? should I make new topic for this?)

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  • patience55patience55 Posts: 7,006
    edited December 1969

    I do not mind ... this is a general 'anything to do with making clothing' type thread.

    The Genesis Basic Clothing Rigging Kit is a good item ... but the intention there is to create 'new clothing'.

    To do what you want done is done a different way. As I recall [sorry D/S4 is not on this computer so I can't check it atm] you load Genesis; shape Genesis; load V4 clothing ... and then the transfer utility will pop up a query that said item .... and you check through the drop down list for V4's template ... and then it'll load the clothing for you.

    While the old morphs may not transfer over ... yes we can make morphs for clothing relatively painlessly using D/S4 and Hexagon.
    So if you haven't already; also get Hexagon! [free atm]

  • kitakoredazkitakoredaz Posts: 3,526
    edited June 2012

    tnak you Patience55

    yes, the donner figure can transfer basic bone and gohst bone and weight map .
    and it may intention to create new clothing and it is useful if I made obj which fit genesis shape already.

    Then I found the way to use this "donner figure" for "subtutitute genesis".

    first I fit "donner clothing" to genesis. and I change genesis shape to V4 by V4morph for genesis.

    then ds4 auto transfer the "FBM" victoria morph to the donner clothing,

    and donner figure shape change to fit V4 shape..

    then I load "kalki for V4", chabge triax figure, and set transfer utility,

    Set Souce "Bobbie Donner figure" morph "FBMvictoria",

    then Target "Karuki V4" "Default" with reverse option .

    (after all I should change some rig , and set poligon face group then , adjust weight map,
    weight mapping is most difficult and hard work for me,, I hope automation weight map ><;)</p>

    And I like reshape on hexagon !!

    After I used transfer utility I often, send the clothing to hexagon for adjust shape around breast.
    then I import buck as obj, and use tranfer utility to copy rig and weight map from saved clothing.

    Now I am setting weight map ,, TT)

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    Post edited by kitakoredaz on
  • patience55patience55 Posts: 7,006
    edited June 2012

    The Sash Project ... well ... "old story" ... if it's not one thing, it's something else.

    Maybe one day ....

    Anyhow ... here's a picture of the weave process I was trying.

    The 'rope' part is a thickened line (8 sides) ... to assist nabbing the correct lines; loop stripes of side faces and give them a shading domain. [must be removed when uvmapping]
    Then methodically "1 at a time" [because this is Hexagon], bridge top of one rope's face to the corresponding bottom of the opposing face. Do not skip faces because they do not align around the bend. But stick with it.

    Then one takes the tessellation tool and adds a line to each and every joining face.
    Then one goes to points and ... yup, one at a time, welds dot to dot. This enables the faces to co-exist without intersecting.
    Not a terribly difficult project, just very time consuming ...

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    Post edited by patience55 on
  • patience55patience55 Posts: 7,006
    edited June 2013

    From post #13 ... here's the links for the new "Making it Work" part 2 [Skeleton grouping/uvmapping for to be rigged in D/S]

    Part 2 covers some grouping tips and lots more about uvmapping.
    Same .pdf at 2 places:

    "links retired"


    Part 3 will cover rigging in D/S3 .... WIP

    Post edited by patience55 on
  • patience55patience55 Posts: 7,006
    edited December 1969

    tnak you Patience55

    yes, the donner figure can transfer basic bone and gohst bone and weight map .
    and it may intention to create new clothing and it is useful if I made obj which fit genesis shape already.

    Then I found the way to use this "donner figure" for "subtutitute genesis".

    first I fit "donner clothing" to genesis. and I change genesis shape to V4 by V4morph for genesis.

    then ds4 auto transfer the "FBM" victoria morph to the donner clothing,

    and donner figure shape change to fit V4 shape..

    then I load "kalki for V4", chabge triax figure, and set transfer utility,

    Set Souce "Bobbie Donner figure" morph "FBMvictoria",

    then Target "Karuki V4" "Default" with reverse option .

    (after all I should change some rig , and set poligon face group then , adjust weight map,
    weight mapping is most difficult and hard work for me,, I hope automation weight map ><;)</p>

    And I like reshape on hexagon !!

    After I used transfer utility I often, send the clothing to hexagon for adjust shape around breast.
    then I import buck as obj, and use tranfer utility to copy rig and weight map from saved clothing.

    Now I am setting weight map ,, TT)

    How's it going? I haven't tried all this yet ... hopefully other readers will respond as well to offer assistance to queries.

    The entire forum will function better for receiving help when posts are bumped off course because not everybody is subscribed to every post ... and not every subscribed post gets one an email notification :-(

  • kitakoredazkitakoredaz Posts: 3,526
    edited December 1969

    thanks!

    I coud apply gohst bones front and back!
    (it may needs two more gohst bone sets,, right side, left side , but I stop it now)
    actually long type dress needs more gohst bone^^;)

    and ,make some special morph for them ^^;

    now I assign new materai zone for some parts ..

    (this doress has not so many material zone, so I want to invisible the parts
    by opasity setting )

    I keep studying hexagon.

    I hope to make handmade clothing for genesis (next challenge,,)

  • kitakoredazkitakoredaz Posts: 3,526
    edited December 1969

    this is my checkpoint when I remake the products for "fit to" genesis.
    it means fit genesis bone and follow translation, and movements

    I experienced sometimes after making new bone for " fit to" genesis, they can not follow genesis move.
    and I did not know why the clothing(or accessory) do not follow the translation of genesis.

    because they "fit to" manually and weight mapped, and they seems to have same bone name of genesis,
    and the node position is same as which of genesis.

    I do not know the official reguration for naming the bone of clothing which fit to genesis.
    Is their public rule documents? I want to check it.

    But, I noticed about some "node name" rule. I do not understand perfectly, but It seems right.

    if I make new bone which node name "Hip" "Chest" or "Plevis" , they would not follow genesis move.
    they do not fit to genesis bone.

    though the "lavel name" (on scene tab) is same of which genesis bones, (eg "Hip" "Chest" or "Plevis"),
    they are different with their true node (bone) name.
    the right node name is "hip" "chest" or " plevis".
    about node name, the first alphabet seems to keep small.

    so we should set the right bone name if want to the item "fit to" genesis, and follow the move.
    when you want to correct node name, use "Joint editor" .

    a) select bone which you want to rename,

    b) on tool Setting tab (joint editor), or scene viewer , right click, then Edit>rename Node

    the improtant name is "node name" not "Label name".

    but untill you do save the figure or prop again,
    it may not follow genesis move.

    though you "memorize figure rigging", it can not be refreshed.

    save the figure or prop, then load the item again. then the item fit to genesis.

    ofcourse if you do not set weight map correctly, the bone of item only fit to bone of genesis,
    but the item not follow genesis move or transtaltion never.

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  • patience55patience55 Posts: 7,006
    edited June 2013

    With renewed interest now for making clothing ... okay I've revived the thread.

    Please though, I do not have 'all' the answers. If you know the answer to somebody's question ... kindly reply.

    With requests started elsewhere here's a brief tutorial to launch the remake here.

    "links retired" ... info on the suit used is presented further on.

    ...................

    A neat utility to help 32 bit programs make better use of available memory on a 64 bit computer is found here:
    http://www.techpowerup.com/forums/showthread.php?t=112556 Free, doesn't install one just clicks on the .exe to run it :-)
    Large Address Aware

    Post edited by patience55 on
  • edited December 1969

    Welcome back to the thread. Yay! :) My biggest problem as of late has been with rigging in D|S, used to just rig in an old version of Poser but since switched to D|S completely. After modeling a mer-tail to play around with, grouped it, brought it into D|S, did initial rigging, tested.. And it failed miserable. So that project has been moved into my "I'll come back to this in a month after I stop throwing things" folder instead, and I moved back into creating clothing for personal use for the time being instead. LOL.
    Even for people with experience in modeling, and with time spent within these programs- bit and pieces of everything can allude us. So a thread like this is highly appreciated.

    A neat utility to help 32 bit programs make better use of available memory on a 64 bit computer is found here:
    http://www.techpowerup.com/forums/showthread.php?t=112556 Free, doesn't install one just clicks on the .exe to run it :-)
    Large Address Aware


    Nice, I've been needing something like this.. Ty.
  • patience55patience55 Posts: 7,006
    edited December 1969

    Ebahr said:
    Welcome back to the thread. Yay! :) My biggest problem as of late has been with rigging in D|S, used to just rig in an old version of Poser but since switched to D|S completely. After modeling a mer-tail to play around with, grouped it, brought it into D|S, did initial rigging, tested.. And it failed miserable. So that project has been moved into my "I'll come back to this in a month after I stop throwing things" folder instead, and I moved back into creating clothing for personal use for the time being instead. LOL.
    Even for people with experience in modeling, and with time spent within these programs- bit and pieces of everything can allude us. So a thread like this is highly appreciated.

    A neat utility to help 32 bit programs make better use of available memory on a 64 bit computer is found here:
    http://www.techpowerup.com/forums/showthread.php?t=112556 Free, doesn't install one just clicks on the .exe to run it :-)
    Large Address Aware


    Nice, I've been needing something like this.. Ty.

    I've added protection to the windows lol ...

    A mertail sounds interesting ... think we can manage that. Are you trying to make that as an add-on or as 'clothing'? 4 bones or more?

  • patience55patience55 Posts: 7,006
    edited September 2012

    Update alert for those that may have missed it:

    http://docs.daz3d.com/doku.php/public/read_me/index/13086/start

    For the 'Genesis Basic Clothing Rig Kit'
    2012-08-22 - 1.1, Removed duplicate IDs, corrected B25DevRight bones.

    [To get an updated file for any purchase, simply reset your downloads. Link available from your Order History under Acct.]

    Post edited by patience55 on
  • edited September 2012


    A mertail sounds interesting ... think we can manage that. Are you trying to make that as an add-on or as 'clothing'? 4 bones or more?

    I went for corforming clothing, just because the legalities behind geografting baffle me to no end :D
    I divided it off into 5 tail groups, for the sake of testing it out in D|S for rigging, but intent is to add more bones then that for smoothness and control afterwards. Basically, I wanted to use this as my tester for figuring out D|S rigging and weight mapping, so started simple.
    In the image below, the sections are Hip/Pelvis, Tail 1- 5, Tail tip. The hip bone in the right image is just a mess up on my part- while trying to get everything working, I messed up the hip itself and have seemed to fubar'ed it even more, LOL.
    Tail 1 is a child bone of Pelvis, and from there down in the chain. Bones are associated with geometry groups of the object, all on the YZX order. From what I see, everything looks proper. The bones show up in hierarchy of the tail under the Scenes tab, but when I choose them and rotate to test..
    Nada. Nothing.


    Edit: Messy ol' Object files for the Mertail are here:
    http://www.mediafire.com/file/4piigeobvdfqjix/GenMertailRebuild.rar

    I used the surface's to create the face groupings in Daz|Studio, also. The "hr" version is the one pictured. High poly count, kinda messy, but.. it's an learning process. :D

    mertailshow.jpg
    600 x 633 - 138K
    Post edited by e-bahr_b0b4c77606 on
  • patience55patience55 Posts: 7,006
    edited December 1969

    Ebahr said:

    A mertail sounds interesting ... think we can manage that. Are you trying to make that as an add-on or as 'clothing'? 4 bones or more?

    I went for corforming clothing, just because the legalities behind geografting baffle me to no end :D
    I divided it off into 5 tail groups, for the sake of testing it out in D|S for rigging, but intent is to add more bones then that for smoothness and control afterwards. Basically, I wanted to use this as my tester for figuring out D|S rigging and weight mapping, so started simple.
    In the image below, the sections are Hip/Pelvis, Tail 1- 5, Tail tip. The hip bone in the right image is just a mess up on my part- while trying to get everything working, I messed up the hip itself and have seemed to fubar'ed it even more, LOL.
    Tail 1 is a child bone of Pelvis, and from there down in the chain. Bones are associated with geometry groups of the object, all on the YZX order. From what I see, everything looks proper. The bones show up in hierarchy of the tail under the Scenes tab, but when I choose them and rotate to test..
    Nada. Nothing.


    Edit: Messy ol' Object files for the Mertail are here:
    .... edit ....

    I used the surface's to create the face groupings in Daz|Studio, also. The "hr" version is the one pictured. High poly count, kinda messy, but.. it's an learning process. :D

    Okay got it. Will take a look at it and see what happens ... first must take a little break and tend to some RL matters ;-)

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