how modify bodysuit for man figure with geo grafting (Gen) ,,,

kitakoredazkitakoredaz Posts: 3,526

Hi,, before I seldom use man actor,, but after I get some gen2men character, then use them in scene,
I really feel strange, how user use bodysuit type clothing with man and gen actor ?

I understand, if I use geometry shell (edit,, )
as body suit it may be OK,, but I already get many body suit product for genesis1 (sorry not "gen")
and genesis2female. how you apply these body suit for man and his anatomy?

when I see pic of man wear body suit (or swim suit), without anatomy shape , I simply feel strange.
Though I do not need nude human character with gen for man,
at least,, it is naturall to keep the man anatomy shape with body suit, as same as V6 keep breast shape when they wear clothing.

Is there good trick ?

I first plan to make new geo graft gen cover (sorry, I can not find any good word to tell what I need :roll:)
from each body suit hip poligon (connecting roop area extrude,,along to the shape,,)
and fit to superman suit as geo graft ,

but it may not follow Actor anatomy . and may not auto follow actor shape.

how other user plan or tried? make gen super suit (sorry,,,) for man gen, then fit to anatomy separately?
not cause seem problem?

Post edited by kitakoredaz on

Comments

  • fixmypcmikefixmypcmike Posts: 19,583
    edited December 1969

    I believe G2M comes with a bulge morph to give the impression of something under the clothing.

  • kitakoredazkitakoredaz Posts: 3,526
    edited June 2015

    oh,,, I see,,and thank you. I have not played these morphs still,.:red:

    though I frankly said,, I can not content with ,,:roll:

    hope when genesis3male come,
    there should be another version as " pro realistic bundle"
    he come with one mesh not as geo grafted.

    then I believe there is another way,,,^^; it is not solved for me still,,

    =================
    OK,,, I feel,, now I find good way ^^;
    merge figure work for my purpose,,,

    though need to some tweak for each body suit,, but it can follow well.

    Post edited by kitakoredaz on
  • Richard HaseltineRichard Haseltine Posts: 100,833
    edited December 1969

    Unless the clothing us dynamic it won't react to the genitals; and genitals generally being soft tissue, they should react to the clothing but won't. Unless the clothing is semi-transparent or provides only partial cover then you really don't want the genitals in place.

  • kitakoredazkitakoredaz Posts: 3,526
    edited June 2015

    Hi richard,, though I say about gen and men , (it is most simple case,,)
    actually I am thinking about all geograft type anatomy and clothing.

    then I think if I merge geo graft and "fit to" figure", as one figure,,
    and transfer rigs and weight from the actor, most of clothing (tweak base mesh)
    may work. (follow new added rig roattion, and weight,, then auto follow actor morphs )

    as for me,, modify mesh or rigs and weight is not problem, if I really like the clothing for actor, everytime I did it.
    though I do not like color weight from scratch ^^; I may need tjust modify genpart weight I think,, for clothing,,

    ( hope daz offer dynamic clothing tool, which user can make it as original)

    My prolblem is,,,
    about geo grafted item, (keep separate figure) and Actor,, there seems no good way, to clothing fit,
    without separate actor and geo grafted part, and fit to separately..

    then I think,, merge figure seems better (though loose versatiality,, but,, usually gen need to merge figure,,I believe,,
    if he is not creature ^^;)

    do you think I will find new problem if I use merged figure?

    I now making and save gen2male with gen Actor (merged) with default genesis UV (maybe M4 UV?)
    as new figure, (yes I know,, it almost duplicate gen2male, with many morph and proeperties which I have,,)

    then I may need to make another UV set ( I have only gen2male default (M5) or giannni, )
    applied each UV for actor and gen, then merge again, and save only UV set.

    then put them into new actor uv directory,,,,(now I have done,, needed to change name and path etc,, in dsf,
    but it work well,, I can apply most of men and gen mat set for the merged actor,,)

    after that I may try to transfer weight and rig, to some bodysuit,, then check how it work.
    maybe I need to modify (add mesh) for gen part too,,, not hope perfectly change UV,, to use mat preest,,

    Post edited by kitakoredaz on
  • Richard HaseltineRichard Haseltine Posts: 100,833
    edited December 1969

    The main problem with a merged figure, if you mean making a new figure that has the mesh of the base and GeoGraft, is that new content (morphs, UV sets etc.) wouldn't work with it as you'd lose the link to the original.

  • kitakoredazkitakoredaz Posts: 3,526
    edited June 2015

    In geometry editor, (and I know you had tested it already before,,
    and it was wip status,:)) edit>merge fitted figure geometry

    it work only about figure and fitted figure. I used it to modify original rigged figure before,,
    and ask help center,, , then help center suggest me, you can use "merged figure"

    (actually it was I tried , then after all, there was some problem to work "merge figure" corectly.)

    at current, it seems become one powerful option to modify and make new figure without lose base morphs and current uv set.

    because most of conents seems work without problem. maybe morphs around joint area not work I think,,
    then mike suggested moprh not work about merged figure, (though controlelr is there, but now the vertices have gone away
    to move )

    but it keep all other morphs (, ds auto circulate and modify morph file? ) for body and gen part too.
    and there is no prolbem about poze file .

    and I can use most of mat file, (though new added area, I need copy and paste from default anatomy,
    but about UV . if I use same UV when I merged. it work. (it seems strange for me,,
    but UV keep same as default for each part)

    (only mat file not work arbout gen part,, because it change the surface name,,
    ,then mat file not work for gen area. but I can manuall copy and paste from default gen.

    I only feel lost template when I use auto-fit, but hidden clone is there, so that I think I can use it for
    auto fit template, I believe.

    if I find problem (and may find I think,, about some case,, I may added problem . (or may not need )
    and I do not recommend other guys without they really need it.
    I simply like to tweak figure,, just for playing .

    but it is useful when export geensis figure with geo grafted item,
    to other aprication,, keep rigs I believe.

    iclone and blender too, I found problem before,, when I export geografted genesis2female
    as collada,, and set blender rig,, when I render, there was clear seem.

    then I connect it,, render is ok,, but it actually lost all morphs which I planed to import from ds,,,)

    in my pic I hide gen part, but actually it can apply same mat for the area. no seem I could not find.
    and about smart content, I know there is way. just add compatiblity base under gen2male.

    newgen2.JPG
    1297 x 754 - 171K
    Post edited by kitakoredaz on
  • kitakoredazkitakoredaz Posts: 3,526
    edited December 1969

    Ah I see what you said , if I get new moprhs for original figure, I will need to re-make merged figure, and overwrite morph directory.
    or may transfer moprhs i. I keep original gen2male, and anatomy , then it seems not big problem.

    about UV, I can keep only one UV set for each part, , when I merge figure,then it joined as one new UV
    then needed same step.to store other character UV. ithink.

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