Pose transfer to clothing

Silas3DSilas3D Posts: 565
edited December 1969 in The Commons

Apologies if this is in the wrong forum but here goes!

I've created a dress in Marvelous Designer and using the transfer utility to conform it to G2F so that it follows poses, morphs etc. Whilst it holds up fairly well, there are areas that could benefit from additonal morphs being loaded in when the figure is posed.

I'm able to replace default morphs created when G2F is morphed into say V6 (using Morph Loader Pro delta option) but can the same be done for poses? I.e. replace the default dress morph created as a result of the wearing figure being posed?

Comments

  • Silas3DSilas3D Posts: 565
    edited December 1969

    Ideally I'd like to be able to do this automatically when a pose is loaded (much like morph replacement) rather than use dials to manually select the pose required.

  • RenpatsuRenpatsu Posts: 828
    edited July 2014

    If you want to have e.g a morph trigger based on lets say "bend left thigh" then this would work quite easily to link the bending with the morph. Full poses modify a lot of things though so that isn't as easy. What Aave Nainen does with her clothing products for example is to create an adjustment morph for each pose she wants her clothing to support and name each morph and its categorisation according to how the pose product and pose is named. You will have to dial that morph in manually, but I think it works quite well.

    Edit: If a pose is applied via a parameter control of a figure (e.g. pose control) this would probably work to link, though typically pose presets (bought in store etc.) just set the specific rotation / translation / scaling parameters directly.

    Post edited by Renpatsu on
  • Silas3DSilas3D Posts: 565
    edited December 1969

    I've used ERC freeze to create a controller dial for the pose on G2F, but this doesn't transfer to the clothing when I use transfer utility - I saw there was something about creating an empty morph with ERC settings but it didn't appear to do anything. Is what I'm hoping to do achievable?

  • Richard HaseltineRichard Haseltine Posts: 100,772
    edited July 2014

    The clothing should follow the pose without needing the pose control, assuming it is just controlling rotations and not adding a custom morph (and assuming that the dress has the matching bones).

    Post edited by Richard Haseltine on
  • Silas3DSilas3D Posts: 565
    edited December 1969

    Hi Richard, yes the clothing does follow the pose but because it is a triangulated mesh (that is not practical to convert to quads) there is deformation with some areas that I would like to address by loading in a draped morph of the pose - does this make sense?

  • Silas3DSilas3D Posts: 565
    edited December 1969

    Anything? I can't progress with the project until I find a solution unfortunately :(

  • patience55patience55 Posts: 7,006
    edited December 1969

    tigerste said:
    Anything? I can't progress with the project until I find a solution unfortunately :(

    Well the 'anything' requires taking away the unnecessary parameters of the request.

    A morph is a morph ... whether it's actually for a body shape or a pose. For a pose I leave the clothing in D/S "posed" and "reverse shape".
    I leave all created poses under Morph Loader until ready to sort and place.

  • Silas3DSilas3D Posts: 565
    edited December 1969

    tigerste said:
    Anything? I can't progress with the project until I find a solution unfortunately :(

    Well the 'anything' requires taking away the unnecessary parameters of the request.

    A morph is a morph ... whether it's actually for a body shape or a pose. For a pose I leave the clothing in D/S "posed" and "reverse shape".
    I leave all created poses under Morph Loader until ready to sort and place.

    Funnily enough with some experimentation I found the reverse deformations bit in Morph Loader Pro but you still have to dial the morph manually - is there a way to automate it so that the morph is applied when its associated pose is used?

  • ben98120000ben98120000 Posts: 469
    edited December 1969

    This might be useful:
    Reverse Deformation Tutorial

  • Silas3DSilas3D Posts: 565
    edited December 1969

    Thanks for this, saw it yesterday but its for Daz Studio 2 unfortunately! Though some of the functionality is the same there's a lot thats different too.

  • patience55patience55 Posts: 7,006
    edited December 1969

    tigerste said:
    tigerste said:
    Anything? I can't progress with the project until I find a solution unfortunately :(

    Well the 'anything' requires taking away the unnecessary parameters of the request.

    A morph is a morph ... whether it's actually for a body shape or a pose. For a pose I leave the clothing in D/S "posed" and "reverse shape".
    I leave all created poses under Morph Loader until ready to sort and place.

    Funnily enough with some experimentation I found the reverse deformations bit in Morph Loader Pro but you still have to dial the morph manually - is there a way to automate it so that the morph is applied when its associated pose is used?

    I had some images I didn't think were needed and then came to the forums and found your thread ... so spent the morning putting them into a little tutorial: http://www.daz3d.com/forums/discussion/43448/#640532

    One could make pose presets ... I didn't cover that in this.

    But for automatically applying ... not that I'm aware of but also, from the little I understand of how these programs work, I don't think it would be possible because the pose is done to the main figure. There's no way anybody creating any one figure can guess what type of clothing it'll be wearing and also make whatever might be the pose controls for it ... it would have to be all part of the same model. Rather a mind boggling concept, let's not go there.

    What can be done though is to use the Timeline: at Zero have both the figure and the skirt separately keyed there ... and then to the point where you want the pose finished ... pose the figure and key it; select the clothing and apply the pose morph AND key it.
    Then back at zero, run the animation and it should work together.
    The kicking legs morph I use in the tutorial is extreme for such an outfit but still the concept works pretty good even for it.
    I don't work a lot with animation but possibly an aniblock could be created to save the animated pose.

  • patience55patience55 Posts: 7,006
    edited December 1969

    This might be useful:
    Reverse Deformation Tutorial

    ty - Good find :-)

    @op it may have some of the erc control information that could be applied also in D/S4 using the Morph Loader Pro options ... I haven't tried all that yet.

  • DaremoK3DaremoK3 Posts: 798
    edited July 2014

    Theoretically, it is possible, but the actuality of the work is, well... a lot of work.

    Both Renpatsu, and Patience have both put forth components of what would probably go into making a 1:1 PCM (Pose control Morph - for the sake of differences between JCM's/MCM's). Most notably would be a 1:1 transition of morph range through the pose from 0 - 100% which would use Scalar attributes to achieve the same way a JCM would dictate the morph.

    The animation example by Patience is what would be the basis for this, but not performed in DS. You must complete your animation (0 - 100% through the pose) in MD, or some other software that can export each frame as an OBJ (morph target) such as Poser, Blender, Carrara(?), and etc.

    Then using that animation information in DS, you would need to link it to the desired pose at 100% with the exact same internal name, and scalar modification that links all 0 - 100% frames throughout the pose process. So, for example, if you choose to not see pose through to completion, but to stop at, say, 42%, you would need the scalar process to be linked to the correct OBJ morph frame of 42% as well. Otherwise, you will just have bad translations through the pose with extreme poke-through, and out of place cloth throughout.

    The video that ben98120000 linked, though outdated, and primarily for JCM work, does show the basics of the scalar work you would need to perform starting at around the five minute mark. Pay close attention to the calculator work, and the "why's" of it.

    I have yet to do any of this, mind you, but I have done similar work, and in theory, it should work with the right settings, but, once again, it will probably be an inordinate amount of work. I, personally, don't have six months to throw at something such as this like I was when I was dabbling in all this way back in DS4.0.

    For now, I just create my finished draped pose in MD, Poser, or Blender, and then render the final in DS.

    Good luck... I hope you can accomplish the vision you have for this.

    Post edited by DaremoK3 on
  • patience55patience55 Posts: 7,006
    edited December 1969

    Others have also been thinking it would be nice for D/S to be able to export a series of .obj files.

    http://www.daz3d.com/forums/discussion/15469/

  • Silas3DSilas3D Posts: 565
    edited December 1969

    Many thanks for everyone's help and advice - I though I may have bitten off more than I could chew hehe!
    I raised a support ticket as well so will be interesting to see what support says, but in the meantime I will check out the tutorial and other posts here and see what I can come up with.

  • Silas3DSilas3D Posts: 565
    edited December 1969

    In another forum Renpatsu said this:

    Renpatsu said:
    How about having a morph on G2F with autofollow that basically got the reversed morph on non-autofollow? This is essentially what the clothing modifier products do I think. So if you trigger said morph on G2F (e.g. via your pose ERC), it won't effectively modify G2F (the morph and the reversed one cancel each other out), but it should still trigger autofollow and thus would be replaceable by morphloader on the clothing.

    How would one go about doing this? Is it already covered in your tutorial Patience?

  • patience55patience55 Posts: 7,006
    edited December 1969

    tigerste said:
    In another forum Renpatsu said this:

    Renpatsu said:
    How about having a morph on G2F with autofollow that basically got the reversed morph on non-autofollow? This is essentially what the clothing modifier products do I think. So if you trigger said morph on G2F (e.g. via your pose ERC), it won't effectively modify G2F (the morph and the reversed one cancel each other out), but it should still trigger autofollow and thus would be replaceable by morphloader on the clothing.

    How would one go about doing this? Is it already covered in your tutorial Patience?

    In my tutorials, absolutely "no".

    Clothes "auto-follow".

    The clothing modifiers I have purchased do not do whatever that sentence means. They are themselves a product and come with instructions for usage.

    My tutorials cover how to make a morph and save the morph ... and they are free, pretty easy to follow basic instructions. The Pros do save their final morphs to more in-depth places on the Parameters Tab and maybe shaping tabs ... in that regard I keep mine simply on the Parameters Tab where I can find them quickly.

  • Silas3DSilas3D Posts: 565
    edited December 1969

    Really appreciate your help and have found a way forward now - not ideal but as its what other PA's are doing so its acceptable - it sucks to be a perfectionist sometimes hehe!

  • Silas3DSilas3D Posts: 565
    edited December 1969

    I've hit a bit of a brick wall - I'm trying to create a morph preset of my G2F dress for Girl 6, yet when I use Morph Loader Pro to import the morph and replace FBMGirl6, the dress is not the same shape as if I was to just import the obj used for the morph - there's a lot of poke through around the breasts, shoulders and hips. Any idea why this would be? I know its an extreme shape but I'd expect the replaced morph to match the obj...

    My MLP settings are as follows:
    Default name replaced with 'FBMGirl6'
    'Overwrite Existing' set to 'Deltas Only'

  • RenpatsuRenpatsu Posts: 828
    edited July 2014

    ...

    The clothing modifiers I have purchased do not do whatever that sentence means. They are themselves a product and come with instructions for usage.

    ...

    Quite a few clothing modifiers work exactly like that, having a hidden inverted morph to counter and the hidden morph is not on auto-follow. Due to that G2F stays unmodified and the clothing gets modified.

    Screen_Shot_2014-07-20_at_20.36_.06_.png
    390 x 157 - 21K
    Post edited by Renpatsu on
  • Silas3DSilas3D Posts: 565
    edited December 1969

    Appreciate the speedy response Renpatsu but I'm still not clear what I need to do - do I need to change some settings to stop this?

  • RenpatsuRenpatsu Posts: 828
    edited July 2014

    This would be my Morph Loader Pro settings if I wanted to create a Girl 6 full body morph on a dress. Depending on the dress topology it may still yield poke throughs due to the extreme Girl 6 shape.

    Screen_Shot_2014-07-20_at_21.14_.56_.png
    478 x 438 - 59K
    Post edited by Renpatsu on
  • Silas3DSilas3D Posts: 565
    edited December 1969

    I did try doing the reverse deformations set to yes but didn't help - also, being as I want to replace the clothing morph created by autofit, wouldn't 'Overwrite Existing' need to be set to 'Deltas Only'?

  • RenpatsuRenpatsu Posts: 828
    edited December 1969

    Deltas only should be good if you want to replace an already generated one. Can you post a screenshot of the problem? As said, topology of the dress may still cause severe problems with Girl 6.

  • Silas3DSilas3D Posts: 565
    edited December 1969

    I don't know if I'm allowed to given that its something I'm working on for the store...

    ...G2F is already posed as G6 when I create the morph, and whilst the autogenerated morph does get replaced by my new morph, its almost like the clothing has only been morphed a percentage to G6 instead of the full morph (as represented by the obj being used to create the morph). Does this make sense? Sorry to be awkward but as a newbie to this its quite confusing!

    It works fine for V6 and A6 - which may be because they're not as extreme morphs from G2F...

  • Silas3DSilas3D Posts: 565
    edited December 1969

    I've figured it out why its doing it - Because G6 has a larger head though same relative height as G2F, it meant her shoulders were lower and legs shorter than G2F. As such, I needed to only dial the body morph on my fitting avatar, not the head! So even though the morph was created with a G2F head on G6 body, if you dial the G6 controller rather than the separate head/body morphs, it works :)

  • Richard HaseltineRichard Haseltine Posts: 100,772
    edited December 1969

    Reverse deformations will get confused if there's scaling, which I think there is in G6 - you need to be making you morph on a figure with the shape but with all scaling (and any transforms) zeroed.

  • patience55patience55 Posts: 7,006
    edited December 1969

    Renpatsu said:
    ...

    The clothing modifiers I have purchased do not do whatever that sentence means. They are themselves a product and come with instructions for usage.

    ...

    Quite a few clothing modifiers work exactly like that, having a hidden inverted morph to counter and the hidden morph is not on auto-follow. Due to that G2F stays unmodified and the clothing gets modified.

    I wondered why that was so. Thanks.
    I have since purchased a product which also also appears to be doing things along these lines.

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