Yea! I made my first outfit... Now I just need a little help with the tweak ins...

cdemeritcdemerit Posts: 505

If anyone has been paying attention to me, you know I have a thing for the Lycanthropos Character... Sadly as a legacy rigged creature, I find the inability to cloth him limits the usefulness of the character. After months of trying different tricks, I simply was down to either converting him to a prop, and re-rigging him (with no guarantee of success)  or making a couple sets of clothing for him. Neither option was very appealing... However, It seemed simpler to make 2 shirts, 2 pants (one long, one short) and a pair of undies than it would to do a full re-rig... A tutorial on how to make cloths for Genesis was recently in the fast grab, and was a good starting point, but ended at the point of bringing the clothing object back into Daz, with no info on rigging... I figured out some of the basics, but could use a direction on how to correct some defects....  They are ugly, and a little rushed, and the textures could use a lot of help... but it was an attempt...

  Ok, so the first thing I had to do was convert Lyconthropos to a Triax weightmap. This was simple enough, click the convert to triax button... I have seen no difference in anything after doing so, but I believe it was necessary for Lycanthropos to show up as a source on the Transfer utility... Then after loading the Shirt /shorts .obj in, used the transfer utility to rig the clothes, then removed the unused bones to fix some smears... However, with smoothing active, I get some odd things in certain poses, such as you can see in the second pic... any idea on what's causing this?

  The next issue I'm having/ was having is that there is, if you look carefully, the shirt strap bends too much with the movement of the shoulder... I removed the shoulder bone, and it doesn't bend anymore, but yet when the shoulder is up, it doesn't move the shirt, but passes through the shirt... Am I correct in thinking this is a weight map thing that needs adjustment? So while writing this post, it occured to me to add a smoothing modifier, which worked... however, would it be better to fix the weightmap anyways?

 

And finally, in case anyone know, after half a days work, Hex suddenly started acting like somehow a "snap to" setting got turned on... making some detailed minor adjustments almost impossible... I couldn't find where that setting was (of if there even was one) does anyone know where or if this setting is? 

 

Thanks

 

lyconthropos_1.png
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lyconthropos_2.png
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lycanthropos_3.png
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Post edited by cdemerit on

Comments

  • mjc1016mjc1016 Posts: 15,001

    The second image...smoothing does that sometimes...if the pose brings two body parts close together it will try and 'smooth' over both of them.  There is either not enough base polygons in the clothing or you have the collision/smoothing iterations at a higher than normal amount (basically anything over about 5 is starting to get into the higher than should be needed range...and 10 is well into it).

    Yes, that is a weight mapping issue...

  • cdemeritcdemerit Posts: 505
    mjc1016 said:

    The second image...smoothing does that sometimes...if the pose brings two body parts close together it will try and 'smooth' over both of them.  There is either not enough base polygons in the clothing or you have the collision/smoothing iterations at a higher than normal amount (basically anything over about 5 is starting to get into the higher than should be needed range...and 10 is well into it).

    Yes, that is a weight mapping issue...

    A low Poly count will cause that... good to know... I just checked with wrinkle, and it claimed the shorts had 3477 Polys... after thinking about it some more, I need to redo a couple things anyways, so I'll add a bit more polys when I do...
    Glad to hear it is indeed a weight mapping thing, as I didn't want to spend a lot of time to find out is was a 2 click something else....  now if I could solve this "snap to" issue in Hex, it's making it difficult to work...

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