How do I manually pose/morph clothing for a still render?

3dQuill3dQuill Posts: 33
edited December 1969 in Technical Help (nuts n bolts)

I'm assuming that this should be an easy answer. How/or can I manually pose clothing for a still render, not an animation? Example: Wind blowing a coat that doesn't have a preset morph for that, or someone pulling on the waistband of their jeans. I could export them into another 3d package and do it there, but I don't want all the extra files and headaches with export/imports. Thanks.

Comments

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

    Your other option would be to use a DForm (or rather several DForms), probably with weight maps rather than the basic field controlling strength. There isn't yet much help with doing this, unfortunately, though there are plenty of tutorials for basic DForms and a few on the weight painting tool for rigging.

  • kitakoredazkitakoredaz Posts: 3,526
    edited March 2014

    I dare to say, if you can use other 3d tools. you must get better result than playing with D-former.
    Even though you need more test to find good setting for import or export obj,
    and you need to save as obj. But I think,, after you make morph,
    you need not keep the obj. if you do not need it.
    it is same if you make it by D-former,,and spawn morphs. or you hope to keep D-former handle?

    I exicited when daz add new weight map for D-former, for beta ds 4.6. yes it is greatly improved.
    but how you tweak them it can never work about detail modify, or you need many D-former
    and more times to it work as you hope.

    I know if I hope to change surface like mountain, or more complex random shape, it work.
    but not which perfect I plan. you approximately twist or stretch etc. then you can adjust
    weight map color, then you can smooth somehow.

    but if you hope to modify about detail,, eg now you need to move hair which defromed by node rotation weight map,
    and try to modify shape more good style, then try to make morph by D-former weight,
    you may understand what I said.

    D-former is improved by weight map , but actually, it can not work so well to work with detail still.
    I believe daz need more and more improvement, if DAZ push it as new modify tool to make morph.
    it is same,, we make some prop by daz primitive only.

    if you have other modeling tool, why you hope to play with daz prmitive and daz scale only
    to make prop with some detail?

    We can not tweak each vertices weight. though we can select surface, then apply value.

    I do not say about professional detail work,, just hope to remove some dirty distortion or rinkles of the clothing
    which buried in actor body, by pozing, then strech out.

    or just hope to pull out some hairs from buried skin and keep clean style.
    you may try to smooth modifier at fist, but after all need to cut off the smooth modifier often, when tweak D-former weight.

    And if you use D-former with clothing (actor pozing)
    even though you set D-former with default zero poze, and you add poze for Actor,
    the handle movements and the influence of D-forme are different way.
    I need to reset hip rotation often.

    Move handle, then color and adjust weight, then move handle,, adjust color and weight,,
    it is more dificult than color triax weight map for each clear rotation axis.

    Sorry I complain, but Actually I can not find any strong point about D-former when I compare with other 3d modeling tool .
    just think D-former can adjust curve,, but it may be useful ,if it work to make what I plan about detail.
    at least we can tweak each vertices as we hope in other 3d tools. ( even though the tool have no smooth selection, )

    If it is simply because my skill problem,
    I believe many daz vendor may use D-former to offer product poze morphs. I may get their D-former tutoriall .
    (but not expect it. I really hope to ask users, who use D-former and when, if he can use other 3d tool well?)

    Post edited by kitakoredaz on
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