Fit Control - (Commercial)

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Comments

  • Zev0Zev0 Posts: 7,089
    edited May 2015

    Here is the path for G2F. G1's is the same for that figure. So just look under people and go from there. Oh I called my Daz structure Library instead of content, so ignore that part. Yours should be Daz Content unless you manually made a new folder.

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    Post edited by Zev0 on
  • precisgirlprecisgirl Posts: 45
    edited December 1969

    omg, zev0 you are a life saver! Thank you! BTW, I love all your products!

  • Zev0Zev0 Posts: 7,089
    edited December 1969

    You're welcome:) And thanks for the support :-)

  • Swawa3DSwawa3D Posts: 231
    edited May 2015

    Maybe I'm just a total idiot :D but I can't find the script icon to load the thing. Can someone please inform me, or post a screenshot? Can't quite figure it out from the tutorial :(

    Also if you have metadata installed & use it, you can find it listed under "Shaping" when the figure is selected.

    If you want to be able to access any commonly used scripts real fast & easy, you can right click the script in the content library & select "Create Custom Action". It will then be accessible from the "Scripts" menu bar at the top of Daz Studio. I find this so much faster then hunting them down in content library or smart content.

    Post edited by Swawa3D on
  • precisgirlprecisgirl Posts: 45
    edited December 1969

    Swawa3D said:
    Maybe I'm just a total idiot :D but I can't find the script icon to load the thing. Can someone please inform me, or post a screenshot? Can't quite figure it out from the tutorial :(

    Also if you have metadata installed & use it, you can find it listed under "Shaping" when the figure is selected.

    If you want to be able to access any commonly used scripts real fast & easy, you can right click the script in the content library & select "Create Custom Action". It will then be accessible from the "Scripts" menu bar at the top of Daz Studio. I find this so much faster then hunting them down in content library or smart content.

    I am aware of that Swawa, thank you though, for the advice. What I was unaware of was that it was actually part of my content library. Upon reading the tutorial, I had thought there was some UI button to load scripts, and spent all night looking for said button, before I gave up and asked lol! BTW, do you know how to get rid of the things in the scripts menu bar? I've accidentally placed a few there and want to get them off of it lol

  • Swawa3DSwawa3D Posts: 231
    edited May 2015


    I am aware of that Swawa, thank you though, for the advice. What I was unaware of was that it was actually part of my content library. Upon reading the tutorial, I had thought there was some UI button to load scripts, and spent all night looking for said button, before I gave up and asked lol! BTW, do you know how to get rid of the things in the scripts menu bar? I've accidentally placed a few there and want to get them off of it lol

    To manage or remove scripts in the menu bar: press F3, then at the top left there should be a "custom" group you can open. Select the action & right click it, then select "Delete Custom Action". Or instead of F3 you can access "Customize" from the the menu "Window>Workspace>Customize"

    Whenever I have trouble finding things I examine the zip file I downloaded but I don't use Download manager... so I don't know how easy it is to access from there.

    Post edited by Swawa3D on
  • precisgirlprecisgirl Posts: 45
    edited December 1969

    Swawa3D said:

    I am aware of that Swawa, thank you though, for the advice. What I was unaware of was that it was actually part of my content library. Upon reading the tutorial, I had thought there was some UI button to load scripts, and spent all night looking for said button, before I gave up and asked lol! BTW, do you know how to get rid of the things in the scripts menu bar? I've accidentally placed a few there and want to get them off of it lol

    To manage or remove scripts in the menu bar: press F3, then at the top left there should be a "custom" group you can open. Select the action & right click it, then select "Delete Custom Action". Or instead of F3 you can access "Customize" from the the menu "Window>Workspace>Customize"

    Whenever I have trouble finding things I examine the zip file I downloaded but I don't use Download manager... so I don't know how easy it is to access from there.

    It's actually pretty easy using download manager, if you have it loaded. Mine takes some time to fully load (I guess cuz I have so many products!), and so I usually end up guessworking it. But like I said, I totally had a different idea pictured, so I was off on the wrong track from the get-go lol. Thanks for the tip on the script thing, that helps a ton!!

  • DavidGBDavidGB Posts: 565
    edited December 1969

    Swawa3D said:

    Whenever I have trouble finding things I examine the zip file I downloaded but I don't use Download manager... so I don't know how easy it is to access from there.

    Very. In the DIM 'Installed' tab, just right-click on a product and click on 'Show Installed Files' . A window opens with a list of every file installed by the product, including the path name within the content library. And clicking on any of the files opens up a file explorer window of the directory that file is in. I quite often use this to find where some content is in the library when I can't remember.

    (Unless DIM is set to delete the zips after install, the installer zips are also present in a directory DIM downloads them to, so one can also actually look in the zips - but it's easier just to use 'Show Installed Files' in DIM.)

  • marblemarble Posts: 7,500
    edited December 1969

    DavidGB said:

    Using Autofit to put V4 clothes on G2F IS converting them (although they can also be converted by turning them to weight mapped versions and then either using Transfer utility or doing it by hand), so your googling was actually correct. At the end of the Autofit process, what you have is a converted-to-G2F conversion of the clothes. And then, as you've now discovered, you just save as a Figure/Prop support asset to save the G2F version of the clothes. And once you've done that, you can then save the Fit Control morphs for them too as with the natively G2F clothing.

    I've never had much luck converting V4 clothing to G2F and I've tried both Autofit and the Morph Transfer method I found in a Sickleyield tutorial. Pants end up with polygons sticking out like big shards of glass and skirts have that awful V-shaped distotion in front. Genesis One clothes seem to fare better though. Pity because I have a big V4 wardrobe.

  • tattooedillusionstattooedillusions Posts: 152
    edited December 1969

    Blown up meshes, aka big shards/totally blown up/crinkles all over etc., i've noticed changing the smoothing modifier from Base Shape to Generic helps with that a lot of times. Not all the time mind you but more often than not.

  • Zev0Zev0 Posts: 7,089
    edited December 1969

    An update from our side. We will be including the option to remove the morphs from a selected item. Basically you will select the specific item and run the remove script. Thanks again for the input. We found this to be a viable inclusion.

  • Zev0Zev0 Posts: 7,089
    edited December 1969

    marble said:
    DavidGB said:

    Using Autofit to put V4 clothes on G2F IS converting them (although they can also be converted by turning them to weight mapped versions and then either using Transfer utility or doing it by hand), so your googling was actually correct. At the end of the Autofit process, what you have is a converted-to-G2F conversion of the clothes. And then, as you've now discovered, you just save as a Figure/Prop support asset to save the G2F version of the clothes. And once you've done that, you can then save the Fit Control morphs for them too as with the natively G2F clothing.

    I've never had much luck converting V4 clothing to G2F and I've tried both Autofit and the Morph Transfer method I found in a Sickleyield tutorial. Pants end up with polygons sticking out like big shards of glass and skirts have that awful V-shaped distotion in front. Genesis One clothes seem to fare better though. Pity because I have a big V4 wardrobe.

    Regarding the V distortion, I am trying something to reduce that. It is a very complex thing to try and fix lol, but I will see how far I get.

  • marblemarble Posts: 7,500
    edited December 1969

    Zev0 said:
    marble said:
    DavidGB said:

    Using Autofit to put V4 clothes on G2F IS converting them (although they can also be converted by turning them to weight mapped versions and then either using Transfer utility or doing it by hand), so your googling was actually correct. At the end of the Autofit process, what you have is a converted-to-G2F conversion of the clothes. And then, as you've now discovered, you just save as a Figure/Prop support asset to save the G2F version of the clothes. And once you've done that, you can then save the Fit Control morphs for them too as with the natively G2F clothing.

    I've never had much luck converting V4 clothing to G2F and I've tried both Autofit and the Morph Transfer method I found in a Sickleyield tutorial. Pants end up with polygons sticking out like big shards of glass and skirts have that awful V-shaped distotion in front. Genesis One clothes seem to fare better though. Pity because I have a big V4 wardrobe.

    Regarding the V distortion, I am trying something to reduce that. It is a very complex thing to try and fix lol, but I will see how far I get.

    I don't want to criticise another vendor but I did buy the Sicklyield "smoothers" and promptly returned them for a refund. Sorry to say they didn't eliminate the V distortion in any of my content. So I hope you have better luck with your methods.

  • Zev0Zev0 Posts: 7,089
    edited December 1969

    It is a tough area and can only be solved with morphs that help each other, similar to how the breast adjusters work. I don't think you can solve it with one morph alone since the results vary from figure shape as well as different clothing. But I will try my best. If it cannot be done at least I can say I tried lol. Will I be depressed afterwards? Probably....:down:

  • CypherFOXCypherFOX Posts: 3,401
    edited May 2015

    Greetings,

    Zev0 said:
    An update from our side. We will be including the option to remove the morphs from a selected item. Basically you will select the specific item and run the remove script. Thanks again for the input. We found this to be a viable inclusion.
    Thanks! I actually hunted down this thread specifically to ask for something like that...

    I figure we run a script on G2F to install the morphs on all her clothing, do the posing as per necessary, then run a script on G2F again to remove all the ones whose settings we didn't alter...

    That'd be the best option, IMO... Because then we keep the morphs we need, but it gets rid of the ones we don't...e.g. breast adjusters on armbands and gloves. If we needed to do it again, we could run the one that adds the morphs again (hopefully it's idempotent, i.e. won't re-add the morphs that already exist and are set), make the changes, and clear everything else out again.

    This would make the scenes the most lightweight, and yet allow us to keep the relevant morphs in place... Is that something doable with the script?

    -- Morgan

    p.s. I mention it because I was shocked how heavy-weight a single G2F (with 9 things 'Fit To' her) scene became...

    Post edited by CypherFOX on
  • Zev0Zev0 Posts: 7,089
    edited May 2015

    We will have to test that. Maybe the solution is to just remove the Fit Control morphs that aren't being used, and they can be added in again once the script is run a second time. Maybe the new remove morphs script can be modified to cater for that. We shall see if and how to implement it if possible without breaking anything. :P We will also discuss if it is viable.

    Post edited by Zev0 on
  • DavidGBDavidGB Posts: 565
    edited December 1969

    Cypherfox said:

    p.s. I mention it because I was shocked how heavy-weight a single G2F (with 9 things 'Fit To' her) scene became...

    As mentioned previously, if you save the morphs as support assets after they are created (and you can select which), then they are not saved in the scene files, only their settings. Of course the morphs are then in the data folder taking up some HDD space, but just the once for each morph for each piece of clothing, irrespective of how many instances or saved scenes the morphs are then used in.

    Still having a script to remove those morphs still at zero will also make selecting the ones to save as support assets much simpler, not having to trawl through the full list to make the selection for saving.

  • wsterdanwsterdan Posts: 2,348
    edited December 1969

    wsterdan said:
    Zev0 said:
    Hi Guys. Been working on a set of universal morphs which are added to clothing to expand on their flexibility.
    Sold. The packages I currently own don't do as good a job as what you're showing, so you have at least one more customer. How far away are these?
    -- Walt SterdanGot mine, love it!
    In less than a minute I was able to get better results than I've ever gotten with any of the other packages I own, perfect!
    I can't thank you enough, it's one of the best utilities I've purchased in a very long time.
    -- Walt Sterdan
  • alexhcowleyalexhcowley Posts: 2,386
    edited December 1969

    I've just bought this. Having a fondness for very curvy ladies, it should prove useful.

    Cheers,

    Alex.

  • UthgardUthgard Posts: 863
    edited December 1969

    This already looks like one of the most useful items ever, but, seeing as you sre accepting feedback and user opinions... Is there any way to include open and close morphs? I ask because most clothes that do include said morphs do so only in a very limited way, barely going from the midline of the body to half way to the nipple. It is specially jarring in items like trenchcoats, which should be able to flare dramatically in the wind.

    Anyway, congratulations on yet another thing I never knew I desperately needed. I am never going to stop being poor...

  • BBlogoBBlogo Posts: 54
    edited May 2015

    Zev0 said:
    An update from our side. We will be including the option to remove the morphs from a selected item. Basically you will select the specific item and run the remove script. Thanks again for the input. We found this to be a viable inclusion.

    Great. My only concern was about the dramatical increased size of the scene files with all the unused morphs added.

    Post edited by BBlogo on
  • marblemarble Posts: 7,500
    edited May 2015

    Zev0 said:
    An update from our side. We will be including the option to remove the morphs from a selected item. Basically you will select the specific item and run the remove script. Thanks again for the input. We found this to be a viable inclusion.

    I thought that was what the icon with the minus sign (Fit Control Zero Genesis Morphs) was for? Oh, ok - I get it - "selected item". I've only just got back to my computer so I'll spend a few hours playing with the settings.

    However: the minus button does not remove Fit Control, it only zeroes any applied morphs, right? So saving will still result in a huge file?

    Post edited by marble on
  • DavidGBDavidGB Posts: 565
    edited December 1969

    bblogoss said:
    Zev0 said:
    An update from our side. We will be including the option to remove the morphs from a selected item. Basically you will select the specific item and run the remove script. Thanks again for the input. We found this to be a viable inclusion.

    Great. My only concern was about the dramatical increased size of the scene files with all the unused morphs added.

    The large scene file is because, unlike other morphs the clothes already have, the new morphs are not in the library data folder so have to be saved in the scene file every time.

    If you save the new morphs as morph support assets, that puts them into the data folder like other morphs the clothing already has, and from then on (a) they won't be saved in scene files so those will be as small as usual, and (b) the clothes will always load with those morphs already in them, like any other morphs the clothing came with.

  • DavidGBDavidGB Posts: 565
    edited December 1969

    marble said:

    I thought that was what the icon with the minus sign (Fit Control Zero Genesis Morphs) was for? Oh, ok - I get it - "selected item". I've only just got back to my computer so I'll spend a few hours playing with the settings.

    However: the minus button does not remove Fit Control, it only zeroes any applied morphs, right? So saving will still result in a huge file?

    As above, the huge file is because the new Fit Control morphs, after creation, are not in the data folder like the morphs the clothing comes with, so they have top be saved in every scene file.

    If, after creating them, you save the Fit control morphs as morph support assets, that puts them in the data folder and from then on they will be just as if the clothing had come with them. They won't have to be saved in the scene files which will go back to being normal size (and the clothing will load from then on with the morphs already in them).

  • BBlogoBBlogo Posts: 54
    edited December 1969

    DavidGB said:
    marble said:

    I thought that was what the icon with the minus sign (Fit Control Zero Genesis Morphs) was for? Oh, ok - I get it - "selected item". I've only just got back to my computer so I'll spend a few hours playing with the settings.

    However: the minus button does not remove Fit Control, it only zeroes any applied morphs, right? So saving will still result in a huge file?

    As above, the huge file is because the new Fit Control morphs, after creation, are not in the data folder like the morphs the clothing comes with, so they have top be saved in every scene file.

    If, after creating them, you save the Fit control morphs as morph support assets, that puts them in the data folder and from then on they will be just as if the clothing had come with them. They won't have to be saved in the scene files which will go back to being normal size (and the clothing will load from then on with the morphs already in them).

    It's still an option to save all morphs as support assets for each clothes but very consuming space disk in the data folder. It adds between 4 and 10 MB of morphs data (compressed) for each piece of clothing. Now imagine the space needed after hundreds of clothes have the morphs added.

  • Zev0Zev0 Posts: 7,089
    edited May 2015

    We will look at making a script that removes unused morphs from the list on the clothing. We will also be keeping the zero morphs script. So essentially there will be two options.

    Post edited by Zev0 on
  • marblemarble Posts: 7,500
    edited December 1969

    Zev0 said:
    We will look at making a script that removes unused morphs from the list on the clothing. We will also be keeping the zero morphs script. So essentially there will be two options.

    Still playing with the settings but increasingly impressed with the options. I like this :)

    One small request: a waist adjust as well as a hip adjust please. The reason: if I have a woman with a narrow waist but wider hips and I use the hip sliders, the waist might fit but now the hips and thighs are poking through. Trying to balance the hip and side sliders helps but doesn't quite get me there.

  • Zev0Zev0 Posts: 7,089
    edited December 1969

    A waist option has been made. I also noticed the hip morphs alone aren't enough on certain shapes. :P

  • MelanieLMelanieL Posts: 7,384
    edited May 2015

    Finally managed to pick these up last night - I'm pretty impressed so far. Here's a quick look at one clothing item I've always been frustrated by - can you tell which one had the Fit Control applied? (I expecty I'll be able to do better with a bit more practise, but this is so promising!)
    ETA: The waist morphs addition sounds good too, and the removal script if it can be done. Thanks so much for your great product(s) and responsiveness to comments. From a Happy Shopper... :-)

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  • DavidGBDavidGB Posts: 565
    edited December 1969

    bblogoss said:

    It's still an option to save all morphs as support assets for each clothes but very consuming space disk in the data folder. It adds between 4 and 10 MB of morphs data (compressed) for each piece of clothing. Now imagine the space needed after hundreds of clothes have the morphs added.

    Frankly, on a multi-terabyte HDD I consider the space consumed by morphs in the data folder as not something I worry about when it is just once per morph.

    Given the alternative is having each set of morph data saved on the disk multiple, multiple times, once per morph per item per scene file, instead of just once per morph per item, I'll save them in the data file. and that also means they'll be in the clothes every time I load a new version, without having to createn them again each new use of the clothes.

    Basically, if you leave any morphs to be saved in a scene file, then they are taking up the same space they would be in the data folder if saved as support assets. But if you then leave them to be saved in any more scene files, you are taking multiples of that space for every extra scene file, whereas it's just the once in the data folder no matter how many scene files contain the figure with those morphs in.

    So my workflow will be:

    1) Create the Fit Control morphs in the clothing item.
    2) Go to Save Support Asset morphs and save just the morphs I will want in that item (like maybe just the breast fix and movement morphs in a bra), Not all the morphs.
    3) Delete the clothing item (which still has all the Fit Control morphs in it, so all the ones I haven't saved as support assets would still save in a scene file, wasting space).
    4) Reload clothing item, which will now always have the particular Fit Control morphs I want in it on loading, and then use.

    Having a script that deletes all Fit Control morphs not at zero will possibly be a slight timesaver (probably not much in it) on selecting the morphs to save as support asset morphs in step 2 above.

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