Clothing not staying fitted to figure when loading scene
albertonbob01
Posts: 15
I'm trying to modify a piece of clothing by deleting geometry sections, but nearly all the time the clothing moves to a position off the figure on the ground when the scene is reloaded, while still parented to the figure. Parented as in you can still select the figure from the new location of the clothing as though it's fitted. Please tell me there's a simple setting I don't have activated, or is this because i'm deleting geometry? I have the same/duplicated clothes items on the figure from before with deleted geometry with no problems, it's just when i add new ones the new one's don't stay on.
Comments
It isn't possible to have two different geometries for the same item in the same scene, so if one has more parts deleted than the other you must somehow have changed it - and that may well account for the fitting issue. Exactly what steps are you following?
Thankyou so so much for response. That clears that up and makes sense, I assumed it's purely because i'm deleting geometry on a fitted item. I'm trying to accomplish a very specific task that i'm road blocked on. While i'm at it, to solve the problem I got, when I play with dform, is there a quick way to weight map a curved surface so it's only purely red on a specific section. Like when you use mesh grabber and it selects specific geometry. I'm using the different weight map tools but they all select it in 3d and I find it hard to just purely select what I want on a surface, to specific edges in red, because I want to move whole curved surface as is. OR is there a way to save geometry selection when using mesh grabber so i can go back and keep modifying the movements. Very specific questions. Thankyou so much for help.
You can, from right-click>Geometry Assignment, create or add to a Selection set which is another form of group that is ued only by Geometry Editor and the Node Weightmap Brush.
One option, if you want to remove some parts of one version of a figure and different parts of another is to add dummy bones (one for the parts you want to hide on A and not B, one for parts you want to hide on B and not A, and one for parts you want to hide on both). Create new groups for each bone, then make thsoe groups seelction groups for the bones (in Tool Settings at top-right - selection groups are not the same as selection sets). The you can hide two bones on A (the A polygon group and the both polygons group) and a diferent pair on the other to get the desired result from a single mesh item.
Thankyou so much. I had a play around then, didn't know about surface groups. That solves that and big relief. How do I take a surface group and move it all along a axis like you would in dform, thats what i mean by having all in red so i can play in dform. Can i import the surface selection to a weight map? Like you do with push modifies ect. It's kind of like i'm trying to push in and out one side of a cube, but needs to be via surface selection because of complex edges.
The removing parts i'll get to, one thing at a time. Surface selections and moving them means I can avoid deleting surfaces if i can pull off the above
Yes, if you delete the polygons on a fitted garment, its rigged geometry as well as the dialed morph effect will be destroyed.
So, never do so on rigged items. Instead, you can easily create Conditional Graft(s) to toggle Hide / Show the designated polygons. Check Mada's tutorial down below:
Thanks. But i'm after to know how to convert a surface group into a weight map selection, so i can move it (just the selection) via push modifier or dform. There is even a geometry selection brush in the weight tool, it selects geometry, but how does it translate to weight map? Is that a even a thing? Can i have a surface group selected in red only and move it (via push modifiers or dform)?
Push Modifier (with Push Modifier Weight Node) or DFormer (with Weight Map mode when creating it...) can have the weight map of its own. You just need to select the polygons by whatever way (surface, face group, manual...), then fill, attenuate, paint and/or smooth the weight as needed.