How Daz Clothes Work
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I have reached the point of trying to create some of my own clothing for Daz3D from scratch.
From Daz3D I exported as examples three items from the initial bundled stuff that comes with Daz3D, namely Genesis 3 Female, Toulouse Hair and Magus Shorts. I exported them as obj. I then imported them into 3DS Max.
I saw that the Magus Shorts and Toulouse Hair have part names that match the anatomy names of relevant parts of G3F, and was wondering what the underlying rules are. Is this name matching the key that allows clothing to be fitted or parented to a figure? In the case of Magus Shorts the allocation of faces to one name or the other seems to be sort of fuzzy. What are the rules? I'd like to understand more.
I can add things as props but they don't behave well. I thought it was bones that made clothes fit, by using the Joint Editor, which I have not dared to use yet. I cannot find a sufficiently detailed explanation for how clothes work on the Interwebs. There are Youtube videos but they ony show how to do whatever it is, very quickly as if I already understand it, and do not at all explain how it works.
As a retired software engineer I'd like to understand the details. I spent a significant part of my 45-year software technical career writing manuals and presentations on my projects, and my peers seemed to think I did a good job. To help novices like me understand better, I'd be interested in starting to do this for things that I am learning.
While I'm on, I have noticed that the online help provided by Daz on the official web site could do with some attention -- large numbers, possibly all, of the screenshot images in the online help seem to refer to an image repository that no longer exists. Without the screenshot images, that help is largely useless.
Comments
The grouping used to matter (in the Poser rigging system used up to Victoria 4, Michael 4 etc.) but in the weight-mapped figures like the Genesises it is used solely for seelction (click on a group to select the bone) and visibility control. For clothes to work they must have the same bones as the base figure, with the same start point and orientation - fitted items then take the transforms for their bones from the base figure (though the values can be adjusted if desired, and the fitted items can have additional bones that don't follow the base).
the clothes on genesis, genesis 1 and 2 work by weightmapping them to the figure and the easiest way to do this is under edit -figure -transfer Utility
the quick answer
import an object in the same space as you want it mapped to a figure
on the transfer utility dialogue window that pops up choose your figure as the source and the object as the target and accept
the full documentation is here
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/transfer_utility/start
btw here is an example of a Daz page (Sub-Division Surfaces) without its screenshot images: http://docs.daz3d.com/doku.php/artzone/pub/software/subd/start. Or perhaps I am missing some special sauce that makes them show up.
@ neverstoplearning Maybe the images are missing by a purpose - they want to show you that they dont care about the outdated documentation anymore.
Or maybe the images are missing because that is a link to the Old ArtZone wiki, and ArtZone was archived quite a few years ago now. There is an introductory page for the Old Wiki here http://docs.daz3d.com/doku.php/artzone/start Which does say
If you read further on that page it does also say you may even come across some pages which have been spammed,
Community edit? I didn't know that!
Are the images available, just no longer linked correctly?
--ms
Many images are simply no longer available I am afraid, They are restoring as much as they can of the old wiki, but it is no easy task.