Transfer Utility giving odd results with user-created clothing.

Kioku3DKioku3D Posts: 20
edited March 2017 in Daz Studio Discussion

Hello All,

So in MD it's easier to model in an A-Pose, but it seems Daz likes things in a T-Pose. I'm wondering if this is the root of my problem?

Before Transfer-Utility

After:

If I do "reverse source shape from target" i's much better, but where creases are it gets odd, like her crotch:

How can I make this work properly?

Post edited by Kioku3D on

Comments

  • Kioku3DKioku3D Posts: 20
    edited March 2017

    Okay, so I re-meshed the suit in Zbrush and updated to the newest Daz version, it helped, but not by much.

    I think it may be the T-Pose situation, but I reallllllly don't want to re-model the clothes in T-Pose, it's quite painful for me. I also increased the poly-count and made better flowing topology:

     

    Still quite annoyed and struggling. I guess I'll spend all night conforming to the T-Pose non-sense and hope it works.

    Post edited by Chohole on
  • Richard HaseltineRichard Haseltine Posts: 102,464

    Theer is a trick - pose the figure in the A pose, so it fits in the clothing, and then with the Joint Editor active right-click in the viewport or go to the Tool Settings pane option menu and Edit>Bake Joint Rotatiosn. That will make DS see the pose as the zero state and you will then be able to use the Transfer Utility. Then on the outfit apply the opposite pose (so if you had to bend the base figure's left collar to -20 bend the outfit's left collar to +20 etc.), to put it in the T pose, and again apply the Bake Joint Rotations command. It will then fit to the base figure.

  • Kioku3DKioku3D Posts: 20
    edited March 2017

    Oh awesome you just saved me hours!

    I'm gettng a much better result, with less input from myself;

     

    I think I can fix the shoulders, but how can I "loosen up" how tight these clothes fit? I think that would fix her groin issues.

     

    Thanks again! You're awesome!

    Post edited by Chohole on
  • Kioku3DKioku3D Posts: 20
    edited March 2017

    I actually consider the above my best & most accurate results yet, on the best mesh I've made yet! However, it's pulling too tight, how can I adjust this "elasticity"?

    Post edited by Chohole on
  • Richard HaseltineRichard Haseltine Posts: 102,464

    Is there a Smoothing Modifier applied?

  • Kioku3DKioku3D Posts: 20
    edited March 2017

    I believe there was a smoothing modifier applied.

    So, back in this thread. I figured they were kind of two different things because the new problem is that daz won't generate all of the bones necessary for a full body animation. But perhaps they're all one in the same problem after all. Sorry if it put youoff.

    Anyway, I still need help with the problem...

     

    When I manage to use Transfer Utility settings that will end up rigging the arms & legs I get the above result. When I get results that look like they fit properly it doesn't rig them past the collar.

    This has happened with all manner of files from this recent model. All different FBX export versions, also OBJ. The error message is "rigging limitation pre and post rotation must match in current implementation" and I feel if I knew what this meant I could probably fix it.

    I really like the idea of incorporating Daz into the indie game pipeline, and I think we're starting to find a synergy between daz and UE4, which would be awesome. Hopefully we can figure this out.

    Post edited by Chohole on
  • Richard HaseltineRichard Haseltine Posts: 102,464

    The error/warning relatyes to the fbx file - when you run the Transfer Utilty any existing rigging will be wiped (and I thing the item is unrigged if it's from MD).

    That screenshot is with the clothing selected?

  • Kioku3DKioku3D Posts: 20

    Yes that's with the body suit selected, so that we can see that the bones were generated, however the mesh is being modified all wrong.

    Do we know what would cause this error? I took the mesh into 3DS Max and exported it from there, and I received the same error message but with an option for "Take001" however I get the same results.

    The suit is definitely not rigged. I did take it from MD and bring it into Zbrush, where I re-topoed it and made some textures. From there I exported the low-poly to various FBX formats as well as an OBJ. All give the same result. Perhaps it's something to do with translating this file from MD > Zbrush > Daz, but I can't pinpoint what it would be. I've been successful with this pipeline, however I didn't record what  settings produced a successful result.

    If I knew how to fix the error I would just fix the model in Zbrush or 3DS, because I am confident that Daz can do it properly, I just don't know what the most proper method/format is. I fancy myself proficientin google, yet I'm failing on that front as well.

    I'll keep trying though!

  • Richard HaseltineRichard Haseltine Posts: 102,464

    I think the errro message is just from loading an unrigged item as FBX - I think I've had it on importing an item from modo. Unfortunately I don't know why the rigging would fail that badly.

  • Kioku3DKioku3D Posts: 20
    edited March 2017

    Hmm, I've imported unrigged FBX before without the error though. So there must be some difference between the files, I just can't discern what. I guess I'll re-topo and try again, hope for the best. I'm going to try talking to Daz staff and see what they say. I know other users have this problem, because I've found plenty of threads with no solutions.

    Post edited by Kioku3D on
  • Kioku3DKioku3D Posts: 20
    edited March 2017

    Perhaps this could shed some light into the problem. It seems that even though bones were generated for this outfit, they're not skinned to each other;

    Those are the clothing's bones, not the Genesis character's. Re-making the outfit, yet again, right now so maybe I'll fix the problem unknowingly. Hopefully.

    Post edited by Chohole on
  • Richard HaseltineRichard Haseltine Posts: 102,464

    And this was rigged with the wearer baked into the A pose? Though even if it wasn't, I'd expect at least soem weights to be projected near the shoulders.

  • Kioku3DKioku3D Posts: 20
    edited March 2017

    Yes, I baked the joint rotations on the character before applying the transfer utility. I may try rigging it myself in 3ds max, but that kind of defeats the purpose as I'm looking for a more rapid pipeline.

    Post edited by Kioku3D on
  • Kioku3DKioku3D Posts: 20

    Has no one else ever had this problem? Or does no one check the newbies thread and perhaps it should be in the Technical thread.... ;)

  • Richard HaseltineRichard Haseltine Posts: 102,464

    It might be better in a non- New Users thread since it's a fairly advanced topic - I would suggest Daz Studio Discussion. You can move it by editing the first post and changing the forum-name drop-down.

  • Kioku3DKioku3D Posts: 20

    Moved!

    I've been trying all kinds of changes to the mesh, file formats, changing UV layouts, everything. Still no luck. Daz technical support ticket was absolutely worthless...

    No matter what I'm getting that stupid rotation error upon import, I really wish I knew precisely why it was causing an error... then I could fix it. Although I don't know if that will fix the fitting of the clothes.

     

  • Richard HaseltineRichard Haseltine Posts: 102,464

    As I said, I'm pretty sure that error is not the root of the issue.

  • Kioku3DKioku3D Posts: 20
    edited March 2017

    Probably not, but I like to gain knowledge if possible.

    Any idea what would cause the clothes to fit through like this?

    If I can get a proper rigging that I can use in my game, they clothes fit like this. It makes no sense because they're built off of the G3F form from the start, they've been inflated and they're pretty high res... No smoothing modifier added.

    Post edited by Chohole on
  • Kioku3DKioku3D Posts: 20

    Seriously? No one here has ever had this problem and it's never been solved and no one works for Daz technical support and I should just give up on Daz? Too bad I guess...

  • frank0314frank0314 Posts: 14,274
    edited March 2017

    Daz tech nor CS hang out in the forums. If you want to speak with either then submit a ticket and let them know your problem.

    Post edited by frank0314 on
  • ChoholeChohole Posts: 33,604

    You will find,  it you go here https://helpdaz.zendesk.com/hc/en-us/requests/new to file a help request, that one of the departments in the drop down box is Tech Support.

  • Kioku3DKioku3D Posts: 20
    edited March 2017

    e; this was a double post in error

    Post edited by Kioku3D on
  • Kioku3DKioku3D Posts: 20

    You guys... I'm not the lowest common denominator when it comes to "people that need support"... In fact I prefer to never call support and figure it out on my own. I'm actually trying... not justhoping the forums will do it for me. I filed a ticket on March 21st, which is why I made my previous comments that are seemingly negative & angry.

     

    It seems we're too hung up on me so we can't even solve the issue. I'm literally trying everything & daz tech support have been less than welcoming, perhaps it's only there for reporting specific bugs. I thought I would find more & better support from the community. I suppose I really should just forget it, I'll just have use Fuse & Mixamo.

    I do appreach what help I have gotten, not to sound entirely ungrateful.

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