Let’s Make Clothing! Tutorial thread. Shoes too!
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For those interested, all those uniformed folk will be needing a ship [and yes we do have some lovely models available to play with] however if one wants to work on their own too ... here are a beautiful set of floorplans:
Click here
While my ship building projects tend to seize the program ... am working on an idea which if time permits, should be rather interesting.
And the floorplans would be required if I can get this to a share level.
None taken, but no, I definitely selected right to left when I did the Mirror Joints.
Hmm. I would consider getting rid of the hand bones. Those might give your project some unforeseen issues in the long run.
Okay except that people looking for rigging info don't usually go to the Hexagon thread.
My point in bringing up anything about the required bones was simply to be sure that you knew to use more than just the collar and shoulder bones.
Re:
As a professional indicated the necessity for a pelvis bone so that clothing would follow through with the figure morphs* for Genesis, arguments to the contrary will only prove valid if it is omitted and the garment works. And if it does, wonderful. If it doesn't, put it in ;-)
* not referring to the 'fit to' but the changing in line with Genesis from full height down to child, thin, proper or heavy weight.
Well, I have no intention of actually deleting any bones, just reassigning the polygons from them to new face groups to coincide with the new bones. While I may need to have a Hip, Abdomen, Abdoment2, Pelvis, etc. They don't need to have polygons assigned to them. The only original bones I need to keep Polygons assigned to them are the Chest, Right collar, Left collar, and Neck.
I've got the right half's new bones in place. I figured it would be better to get the left half rigged (mirrored) before making the central back bone group. that will run along the spine of the cloak. That group will be parented to the chest instead of the collars. Now, if only I could get Mirror Joints to work properly.
I tried it in my own version of DS. It doesn't create mirrored bones, it just edits bones on the opposite side to match the one chosen. :( I'm sorry, I remembered it incorrectly.
Okay except that people looking for rigging info don't usually go to the Hexagon thread.
My point in bringing up anything about the required bones was simply to be sure that you knew to use more than just the collar and shoulder bones.
Re:
As a professional indicated the necessity for a pelvis bone so that clothing would follow through with the figure morphs* for Genesis, arguments to the contrary will only prove valid if it is omitted and the garment works. And if it does, wonderful. If it doesn't, put it in ;-)
* not referring to the 'fit to' but the changing in line with Genesis from full height down to child, thin, proper or heavy weight.
Well, I have no intention of actually deleting any bones, just reassigning the polygons from them to new face groups to coincide with the new bones. While I may need to have a Hip, Abdomen, Abdoment2, Pelvis, etc. They don't need to have polygons assigned to them. The only original bones I need to keep Polygons assigned to them are the Chest, Right collar, Left collar, and Neck.
I've got the right half's new bones in place. I figured it would be better to get the left half rigged (mirrored) before making the central back bone group. that will run along the spine of the cloak. That group will be parented to the chest instead of the collars. Now, if only I could get Mirror Joints to work properly.
I tried it in my own version of DS. It doesn't create mirrored bones, it just edits bones on the opposite side to match the one chosen. :( I'm sorry, I remembered it incorrectly.
So what do I have to do to create mirrored bones on the left side then? I can't continue until the left side is rigged.
Sickle, these are the Mirror Joint Settings I originally used:
Ah, OK. I just saw those hand bones and went EEEEK! lol
I don't envy you, esp with the falloffs using the weight map brush. Wondering if SY can lend more to that. If that can to be copied over to the other side so it saves you some time. You want your cloak to be very smooth when creating movement morphs for it.
Now, you CAN mirror weight groups generatively (probably why I got the bone thing mixed up, sorry). It's edit--weight map symmetry in weight brush mode.
I think I've figured it out. When creating the "mirrored"bones, you have to copy down the exact X.Y, Z positions of Center Point and End Point for each of the bones you want to mirror and then manually type those values in for the new "mirrored" bone exactly, except for the "X" value which needs to be the inverse (-14.87 becomes 14.87, etc. ) Next comes the real fun—selecting polygons and setting the face groups; In particular, how to select polygons in the front without selecting the Polygons that make up the back, and vice versa. Take a look:
Well, you can use Fill Weight By Selection Sets once you get the face groups set, and then you only have to smooth them.
One thing you might try is selecting polys from the right or left and assigning all of the front or back to a single face group that way, then hiding that one group while you work on the other faces. Then you will have the other groups done to hide them while you divvy up the big one.
Oh I can just hear that vampire laugh in the background!
Looks great, hope it all comes together right.
Actually I'm having an ever harder time with the Face groups. While I can make "symmetrical" selections, they aren't really completely symmetrical, Even when I have Symmetry turned on, and won't create separate mirrored face groups (Left/Right, Left-front/Right-front, Front-left/Front-right, etc.), which is what I need. I was trying to do the Face groups for Right1 and Left1 simultaneously by selecting my polygons with Symmetry turned on, but the left side didn't select all of the mirrored polygons, just those on the main cloak, up through the lining of the capelet, not the shell. Not only that, but it would assign all of those to the Right1 face group, not create a matching mirrored Left1 Face group. What do I need to do to create perfectly matching mirrored face groups? What am I doing wrong?
As far as I know, with face groups you can't. It's the weight groups (which are created after the face groups and which affect the actual bone attachment) that you can do that with.
I have no idea. You'd have to look at the base polys very closely to tell.
OK. I've got the "easy" part done, namely the face groups for the bone sets "Left" 1-5 and "Right" 1-5 ("Easy because they're the only bone sets which actually do encompass both the front and back of the cloak and capelet). That leaves "Front-right" 1-5, "Front-left" 1-5, "Right-front" 1-5, "Left-front" 1-5, "Back-right" 1-5, "Back-left" 1-5, and "Back" 1-5 to do,
Completed my first body suit for Genesis. Not perfect but it poses nicely and got lots of surface zones to turn off and on. Great learning experience in ZBrush getting this all accomplished. :-)
http://www.daz3d.com/forums/discussion/18515/
Congrats. My mind basically shuts off at the word "mask" ... don't know what that is but do know Hexagon doesn't mask anything I'm aware of lol ...
As to the eye holes, actually there has been the occasional request of people for a face mask to cover up the eyes etc as they wish to have an entirely different type of face texture applied. So while your first effort may not look just like everybody else's, that's perfectly okay. Would fill another nitch in the closet ;-)
Also the concept of a 'starter mesh' is just that. Something to start with ... it's not the finished product and the uvmaps [at least in Hexagon] would go 'poof' [or get real messed up] anyway as soon as further modeling is done on it.
However as is even, looks like a fun item for texturing to make into a variety of outfits ... I certainly second the motion for a share!
This suck. I got all of my Face groups finally made, saved a copy of the cloak, and went to assign the face groups to their corresponding bones, And, when I'm nearly done, Daz crashed on me, and when I try to reload the newest update of the cloak, it continuously causes Daz to crash. Something got corrupted somewhere, but I don't know what. I have to start all over with the face groups again. >:-(
Aw man... that's so not cool. So sorry this happened to you!
To my knowledge if you need latter bones in a chain you can't delete earlier parts of the chain (more experienced riggers I hope will correct me). If you buy gloves they're going to chain all the way back to the hip and pelvis without interruption for this reason. If you're chaining from the chest etc. you have to go back to the hip. You can delete the leg bones and fingers/hands if they're not being used.
To my knowledge if you need latter bones in a chain you can't delete earlier parts of the chain (more experienced riggers I hope will correct me). If you buy gloves they're going to chain all the way back to the hip and pelvis without interruption for this reason. If you're chaining from the chest etc. you have to go back to the hip. You can delete the leg bones and fingers/hands if they're not being used.Well, I wasn't deleting the bones themselves, just the face groups. However, it seems even with face groups this appears to apply. It's still a bother. :-/
To my knowledge if you need latter bones in a chain you can't delete earlier parts of the chain (more experienced riggers I hope will correct me). If you buy gloves they're going to chain all the way back to the hip and pelvis without interruption for this reason. If you're chaining from the chest etc. you have to go back to the hip. You can delete the leg bones and fingers/hands if they're not being used.Well, I wasn't deleting the bones themselves, just the face groups. However, it seems even with face groups this appears to apply. It's still a bother. :-/
With face groups you have to leave the hip. I' m pretty sure that's it (I've tried it all while doing DSON items because DSON doesn't like empty face groups).
Well, I've got half of the weight maps done. Trying to get them smooth was a B!7©#, let me tell you. Particularly the Right Front and Left Front groups and getting them to blend in with the Right and Left groups because of the transition between an YZX bone layout (for Front-left/Front-right, and Right-front/Left-front) to an XYZ one (for Right/Left). I'll probably have just as much "fun" on Back-right/Back-left.
Well, I warned you it was a huge project, didn't I? It's doing better than anyone yet has to have gotten this far.
Well, I warned you it was a huge project, didn't I? It's doing better than anyone yet has to have gotten this far.That's all I ever take on. IT wouldn't be worth doing otherwise. I've actually got all the weight maps done, though they're not exactly the smoothest. Now all I have to figure out is how to prevent the mesh from poking through itself or turning itself "inside out" when I pose any of the bones. I don't know if I have too many bones, not enough, or my weight maps just aren't that good.
An additional level of difficulty is inherent in doing an item with actual overlapping layers. Note that total poly count affects bending as well as the weight map smoothing, though. What kind of count are you working with?