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

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Comments

  • anikadanikad Posts: 1,919
    edited December 1969

    Hay! There's another modeler in here: And it's on sale atm.

    Has anybody tried this program? Pegasus Modeler

    Found these comments about a previous version: https://market.renderosity.com/mod/forumpro/showthread.php?thread_id=2774850

    And the old thread on the previous version can be found here

  • WilmapWilmap Posts: 2,917
    edited December 1969

    Read that thread but the info on entering the serial number still doesn't work for me as I have no userkeyname or number just the long serial number.

    No e-mail from Daz either with it, I found this in My Account.

  • patience55patience55 Posts: 7,006
    edited December 1969

    It's HERE!!!! Click here ... DA upload :-) only about 87mb.

  • patience55patience55 Posts: 7,006
    edited December 1969

    anikad said:
    Hay! There's another modeler in here: And it's on sale atm.

    Has anybody tried this program? Pegasus Modeler

    Found these comments about a previous version: https://market.renderosity.com/mod/forumpro/showthread.php?thread_id=2774850

    And the old thread on the previous version can be found here

    Precious, thanks ;-)


    RAMWolff said:
    Yea, IIRC the creator of Pegasus and other great products does have a weird code input thing. Looks tempting though so if folks get it figured out and it's fabu maybe I'll get it... although I would hope that I could figure out how to get basic stuff from there to ZBrush, as in a bridge.

    Sans prejudice, I would recommend sticking with Zbrush. There are forums here and there, videos, and lots of people have it ... and some of us just have to wait abit longer ...


    Read that thread but the info on entering the serial number still doesn't work for me as I have no userkeyname or number just the long serial number.

    No e-mail from Daz either with it, I found this in My Account.

    From the page:
    You will be provided with a license key by DAZ in one of the forms below:
    Name: UserName Key: 1111-111-1111-111
    Serial Key: UserName 1111-111-1111-111
    To Register:
    Click the Register button on the application reminder window.
    Enter UserName in the Name field (No spaces).
    Enter 1111-111-1111-111 in the Key field (use copy and paste—don’t try to type it).
    *Numbers here are only provided for illustration purposes
    Press OK.

    I'm going to pass for now on this one ... am curious though if you get it working as to your impressions then of it.

    This may or not help some register 'any' program in W7.
    Just went through all this to install Carrara myself.

    Run the installer as Admin.
    Install to a new made up folder [i.e. C://name this folder]
    Run the program as Admin and enter the key.
    Close the program.
    Run the program as normal and possibly enter the key again.
    Close the program.
    Open it and see if all the info took.

  • patience55patience55 Posts: 7,006
    edited December 1969
  • SickleYieldSickleYield Posts: 7,634
    edited April 2013

    Also, 40% off still, and can be used to do the same thing or in combination with the above: http://www.daz3d.com/sickle-rigging-and-morphing-system


    Basically you can get both for the price of one right now, which makes an amazing starter package for Genesis clothes.

    Post edited by SickleYield on
  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    Very nice tutorial Catherine! I like lots of pictures, as I'm a visual learner! :-)

  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    PS. Got your note via email hon, I posted a note over at ZBCentral asking about a trial of ZBrush but no ones answered yet. :coolmad:

  • patience55patience55 Posts: 7,006
    edited December 1969

    thanks :-)

  • RAMWolffRAMWolff Posts: 10,212
    edited April 2013

    More rigging issues. Finally got the morphs transferred into the Weight Mapped version of the cape with the "better" rigging (or so I was hoping)

    Now the rigging, while I prefer it doesn't seem to move smoothly. See the screen grab below. You can see the bones are moved back at the chest level. When I release the cursor from the dial the cape pops into place. Not what I'm after. I think this was covered already but there are so many threads now that I can't remember where that info for correcting this is located.

    Plus, not sure how to make the cape going to the positive move OUTWARDS. The rest of the bones follow like that but the Chest area somehow got created backwards I guess and so pulling the dial to the + makes the Cape go inwards rather than outwards. Is there a way to fix that?

    HELP??

    CapeBonesMoveFirstTHENCape.jpg
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    Post edited by RAMWolff on
  • Richard HaseltineRichard Haseltine Posts: 100,785
    edited December 1969

    Is your chest bone matching the chest in Genesis? If so it won't really work as a controller - better to have a row of bones starting from the neck or chest controlling the cloak, with the chest not doing anything directly (the cloak will still move with the chest since its actual bones are after the chest in the hierarchy).

  • RAMWolffRAMWolff Posts: 10,212
    edited April 2013

    Is your chest bone matching the chest in Genesis? If so it won't really work as a controller - better to have a row of bones starting from the neck or chest controlling the cloak, with the chest not doing anything directly (the cloak will still move with the chest since its actual bones are after the chest in the hierarchy).

    Ah, kinda makes sense to me. Yes, the Neck, Shoulders and Chest were part of a Genesis transference of bones to the cape.

    So I should then remove all the weight mapping from the Chest I created and then what? :long:

    Click on the neck and draw out a new child bone? :long:

    On the bones: When they are drawn out. They always appear to the side rather than straight down which makes no sense to me. I've gotten them aligned using the rotation dials in the Tools>Rigging area but if I click on a bone there are those semi transparent lines that surround any given area that's selected and well those lines are still showing to the side even though the bone is rotated downwards.

    I know once I "get" this from all you good folks help I'll be on my way. I'm sorry for so many questions but gotta ask to learn! lol

    Thanks

    Rich

    Post edited by RAMWolff on
  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited December 1969

    RAMWolff said:
    Is your chest bone matching the chest in Genesis? If so it won't really work as a controller - better to have a row of bones starting from the neck or chest controlling the cloak, with the chest not doing anything directly (the cloak will still move with the chest since its actual bones are after the chest in the hierarchy).

    Ah, kinda makes sense to me. Yes, the Neck, Shoulders and Chest were part of a Genesis transference of bones to the cape.

    So I should then remove all the weight mapping from the Chest I created and then what? :long:

    Click on the neck and draw out a new child bone? :long:

    On the bones: When they are drawn out. They always appear to the side rather than straight down which makes no sense to me. I've gotten them aligned using the rotation dials in the Tools>Rigging area but if I click on a bone there are those semi transparent lines that surround any given area that's selected and well those lines are still showing to the side even though the bone is rotated downwards.

    I know once I "get" this from all you good folks help I'll be on my way. I'm sorry for so many questions but gotta ask to learn! lol

    Thanks

    Rich IF you "rename" the chest bone, it'll hav ethe same effect as creating a new child bone from the neck. However, I'd be more inclined to create a new bone coming off the chest, but higher up, near the top, and have the rest of the string grow from that. That's what I did with my cloak.

  • Richard HaseltineRichard Haseltine Posts: 100,785
    edited December 1969

    If the bones are aligned horizontally check your rotation order - I suspect you have it set to xyz, where the cloak bones probably want to be yzx

  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    YZX..... OK... I'll check it out Richard. Thanks so much!

  • patience55patience55 Posts: 7,006
    edited December 1969

    I have an idea ... prelim test prove it's a 'could be' ...

    I tried a very primitive cape with 'wardrobe/follower', think that was it ... got a full bod of bones anyway [4.5]
    Then delete Genesis out [cause keep selecting it when trying for a clothing item on it] ...
    Turn to a side-view ... and push all those bones over to be actually on the cape, instead of out in the air [when G might have been].
    Re-align each bone.

    I highly suspect that there's a lot of renaming, etc to be done for a finished item however seems to be a good start.
    As time permits I'll see if it'll pan out.

  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    I'll be interested to know if that helps with the character morphs, when conformed to Genesis, to NOT follow the figure. That's another issue with the cape that I couldn't figure out. Looks fine on Genesis default but add shaping of any kind and the cape deforms. The more deformation of Genesis (ie: Mr. Hyde) the more scrunched up the cape got.

  • patience55patience55 Posts: 7,006
    edited December 1969

    RAMWolff said:
    I'll be interested to know if that helps with the character morphs, when conformed to Genesis, to NOT follow the figure. That's another issue with the cape that I couldn't figure out. Looks fine on Genesis default but add shaping of any kind and the cape deforms. The more deformation of Genesis (ie: Mr. Hyde) the more scrunched up the cape got.

    I have Mr Hyde too.
    That problem might have something to do with why some clothing items claim to be for certain of the larger figures. Or have fits for them.

    I'm still at the learning stage too when it comes to making bones/weight mapping/etc.

    I know that if bones are renamed, they will no longer follow Genesis. As such they would need to be posed separately.

  • RAMWolffRAMWolff Posts: 10,212
    edited April 2013

    OK... got the bones put in the right position. Nice advice Richard. Now I gotta figure out how to make the dials for the 3 cape bones move smoothly as I'm dialing them. That weird behavior of nothing happening and then releasing the dial and having the cape part moving to the position is just not good.

    Post edited by RAMWolff on
  • JaderailJaderail Posts: 0
    edited December 1969

    I do belive this was mentioned before but I link you here to another thread on this issue.
    http://www.daz3d.com/forums/discussion/20527/#301480

    I hope this helps you.

  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    I know that if bones are renamed, they will no longer follow Genesis. As such they would need to be posed separately.

    Hmmmm, OK... I'll try that too. I guess the "Chest" doesn't have to be named "Chest" since it's really not conformed to the chest! lol

  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    Jaderail said:
    I do belive this was mentioned before but I link you here to another thread on this issue.
    http://www.daz3d.com/forums/discussion/20527/#301480

    I hope this helps you.

    Yup, reloaded it this AM still worked. Now that I've gotten the bones set correctly, thanks to Richard H, tried again, still the bones don't run smoothly when dialing up the 3 rotation dials which I've renamed "Forwards Backwards", "Twist" and "Side to Side"

  • DaremoK3DaremoK3 Posts: 798
    edited April 2013

    RAMWolff:

    The Genesis Shapes correction MTs are the simplest of all the morph correction work. I know you use ZBrush, but I use Hexagon, so this is how I do it utilizing DS/Hex bridge and Morph Loader Pro (advanced settings on for Hex send-back). You should be able to achieve same results with ZBrush/GoZ.

    1. I dial up a shape to 100% (keeping Genesis at base topology, of course).
    2. Send Genesis with conformed "cape" (or whatever mesh fit to Genesis needing corrected) to Hexagon via bridge.
    3. In DS, reset Genesis back to default (also sets cape back to default).
    4. Select the default cape, and send it over the bridge to Hex (Hex already opened with an established link, so just adds a second non-deformed cape).
    5. In Hex, lock Genesis (shape), and deformed cape. Select default cape, and move/adjust to proper place on shoulders using the deformed cape as a guide. If it is an extreme shape you might also want to adjust scaling to suit.
    6. Make any necessary minor adjustments you might need to make it look right with dialed shape (i.e. off shoulders fit).
    7. Back in DS, re-dial back your Genesis shape, and go into parameters setting and retrieve the exact name of the shape MT.
    8. Select your cape.
    9. Back in Hex, select your cape (newly adjusted default), and send back to DS. Morph Loader Pro will initiate to create morph.
    10. Select all the necessary attributes to "overwrite" the internal auto-generated shape morph created by DS applied to cape when you dialed in the shape.
    11. If your cape does not change to your newly adjusted default, then select Genesis, and move the slider slightly on the Genesis shape. Your cape should snap to your newly created correction morph.

    *The following might not be necessary, but is part of my workflow, because I have found more times than not (in my experience) that if I do not make these changes my work might not solidify:

    11a. Select cape, and go into the new morph parameter settings. Change "Content Type" from "Modifier/Shape/Generated" to "Corrective" ("Shape" might be ok, but not sure. Definitely know "Corrective" holds ). Make sure follow, and respect limits is selected. Change neg value to 0 (zero). Set to hidden (auto-controlled morph with Genesis shape. No need for manual control).

    Done...

    *For MLP settings; I have seen different vendors state different settings to use, but I have found (trying ALL possible variables) that this formula solidifies the morph overwrite:

    Absolutely paramount; Morph name must be identical to auto-generated name (id, not label name), and "Property Group" must be identical as well. Next is the formula I memorized (after months of trial-n-error) of "Yes" times 3. Leave the "Create Control Property" default (yes). Expand the "Reverse Deformations" node and select yes, and yes. Last, change "Overwrite Existing" to "Delta Only".

    You should now have a correction morph for that particular shape you dialed in. Update your cape assets, and rinse-n-repeat until you have all your Genesis Shape correction morphs completed. Now when you dial in a shape your cape should retain it's shape, and just grow/shrink with the size of the shape.

    Hope this helps...

    Post edited by DaremoK3 on
  • Richard HaseltineRichard Haseltine Posts: 100,785
    edited December 1969

    Ramwolff - what do you have fro Skin Binding in the Tool Settings pane, under During Manipulation? If it isn't, try setting it to Full and then see if the posing is smoother.

  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    Ramwolff - what do you have fro Skin Binding in the Tool Settings pane, under During Manipulation? If it isn't, try setting it to Full and then see if the posing is smoother.

    That works nicely Richard. BUT is there a way to save out the cape with that setting so it's locked in at FULL for Skin Binding?? One lesson I've learned by rewatching the Weight Mapping youTube tutorial that DAZ released a couple of years back now ..... I think I need to redo all that. Bummer, allot of work will be lost but that's the way it goes.

    I did lock the Chest but find that if I unlock with the Skin Binding on Full it moves smoothly now but yea, parts of the back of the cape sink into Genesis. I'm thinking that MUST be partially do to the weight mapping if not fully due to what I've done here. I have to remind myself that I'm learning and well one try doesn't make me an expert!

    @ DaremoK3. I appreciate the tutorial. I've got most of the morph fixes and movement morphs in place at this point.

  • Richard HaseltineRichard Haseltine Posts: 100,785
    edited December 1969

    No, the binding is a tool setting that users need to make.

    As for the cloak cutting into the body, which bone is it - still the chest? The chest will presumably pivot from the bottom, as Genesis' chest does, and is already being posed by conforming to Genesis.

  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    No, the binding is a tool setting that users need to make.

    As for the cloak cutting into the body, which bone is it - still the chest? The chest will presumably pivot from the bottom, as Genesis' chest does, and is already being posed by conforming to Genesis.

    It's all the bones/weight maps that are doing it from the Chest all the way down to Cape03 bone. So I've removed all the weight maps and am going to rewatch the Weight Mapping tutorial and learn to use the Directional Gradient tool which is favored by the author of the tutorial.

  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    GRRRRRRRRRRRRR, this is getting to be a royal PITA ....

    I'm learning the authors way of doing weight maps by just filling and then smoothing into a gradient with right click tools to make sure things are even. Well, I selected the "Cape 01" via the Polygon Group Editor, go to Weight Mapping and right click and choose "Fill Selected" and well as you can see it keep flood filling the entire thing. What the heck??

    Any help understanding this issue?

    Thanks!

    FillSelectedNotWorkingAsExpected.jpg
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  • SickleYieldSickleYield Posts: 7,634
    edited December 1969

    It looks like you might have highlighted the group without actually selecting the polygons (click the plus sign next to the group name in the tool tab).

  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    WOW... something is really wrong with the Weight Mapping tool all of a sudden.

    1) Brush on some red
    2) Hold down Ctrl and smooth, NOPE, it adds more red
    3) Hold down Alt to remove, NOPE, add more red.

    This is borked some how and don't know what happened here!

This discussion has been closed.