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Minor Edit: I changed the last save to Figure/Prop Asset... which is the correct way to save a new TriAx Weightmapped object.
Autofit produces what most of us consider an unacceptable distortion in the middle of the skirt. This does not.
Sickleyield... you've no idea how much it tickled me to get this kind of confirmation from YOU :)
Sickleyield... you've no idea how much it tickled me to get this kind of confirmation from YOU :)
LOL. This is what happens when you're chatty. The large number of PAs that are much better at the rigging are going to hate me now.
But anyway - I know this to be the case because Autofit and its skirt rigging are something I spent quite some time working with for my new SRMS product and its templates. True, people can use this method without buying the new product, but it does a lot of other things (including improving on Autofit AND TU's native treatment of shoes), so I'm not too worried. ;)
Wancow
Very interesting and useful information. I would like to request your input on a possible minor alternative:
- Export dress as obj then delete from scene
- Import saved obj
- Load Genesis and apply V4 morph
- Select the Dress OBJ and run Transfer
- The Source will be Genesis and the source Item Shape will be Current (saves on having to do the hard part). The Target will be the imported dress obj and Item Shape Default.
- On Show Options, select Reverse Source Shape from target and Add Smoothing Modifier. Press Accept
- The dress will probably look funky at this point. If so, go to Parameters tab, select Currently Used and set FBMVictoria4 from 100% to 0%. The dress should look fairly good at this point.
- Adjust Mesh Smoothing by selecting Smoothing Type Generic and then upping Smoothing Iterations until the dress looks the way you want.
- The dress can be saved now but the smoothing will need to save with it. Alternately, in order to eliminate the need for this: turn off Genesis (not necessary to delete from scene) and export the dress to obj and delete from scene.
- Import dress obj and select.
- Run transfer.
- The Source will be Genesis and the source Item Shape will be Default. The Target will be the imported dress obj and Item Shape Default. Press Accept.
- Again, the dress will probably look funky at this point. Go to Parameters tab, select Currently Used and set FBMVictoria4 from 100% to 0%.
There will not be any morphs for the dress at this point. To transfer them back in:
- Load the original dress figure but do not fit to Genesis. Select it in the scene.
- On the Scene menu select Edit->Convert Figure to Weight Mapping... and press Accept
- Run Transfer.
- The Source will be the original dress figure and the source Item Shape will be Default. The Target will be the imported dress obj and Item Shape is Default
- On Show Options, deselect all but Morph Targets. Click on Morph Targets and select Source Morphs. Press Accept. Morphs will be transferred.
Save as Figure/Prop Asset.
NO KIDDING!
Okay... so morph transfer can be done without exporting each... let me run this and I'll adapt the tutorial. I posted it on RDNA and free3dcontent.net as well.
Adam,
In regard to V4 shoes, there is a similar method that I have found to provide at least decent results. It works for low or high heels.
This is based on a tutorial "DS4 Tutorial:Rigging High-Heels for Genesis rev1" by niccipb at http://www.sharecg.com/v/61954/browse/3/PDF-Tutorial/DS4-TutorialRigging-High-Heels-for-Genesis-rev1. Niccipb's method is probably best but the following represents a fairly quick way to get decent recent results:
- Load the V4 shoe(s) for conversion. If the shoes load as left and right, you can de-select one of them by simply turning off the visibilty of the each node on the shoe from Thigh down through Toes.
- Export shoe as OBJ then delete from scene.
- Import saved OBJ
- Load Genesis and apply V4 morph. I always set Left Foot Propagating Scale and Right Foot Propagating Scale on Genesis to -10%. Kathy provides a script for this at http://www.sharecg.com/v/61263/gallery/21/DAZ-Studio/Genesis-Foot-Resize-to-V4
- Now we need to fit Genesis to the shoe or the shoe to Genesis. The advantage of using Genesis is that you will not have to re-export the OBJ. To do this, I recommend setting the opacity of the shoe to 50-60%. This allows you to clearly see the foot and where it pokes through the shoe. It is important to final result to get a good fit here.
- Run Transfer
- The Source will be Genesis and the source Item Shape will be Current. The Target will be the imported shoe obj and Item Shape Default.
- The Projection Template is set to Boots->BootsThigh
- On Show Options, select Add Smoothing Modifier. Press Accept.
- Now, at this point the shoe will not look as though it is fit to Genesis. This is because the bones do not align.
- Select the Joint Editor. First click on Genesis and then using also select the shoe. In the view, right click Edit->Transfer Rigging (Figure Space). This should put the shoe back on Genesis.
- The shoe will probably look funky at this point. Go to Parameters tab, select Currently Used and set FBMVictoria4 from 100% to 0%.
- Adjust Mesh Smoothing by selecting Smoothing Type Generic and then upping Smoothing Iterations until the shoe looks the way you want.
There will not be any morphs for the shoe at this point. If there are any morphs from that original that you wish to transfer back in:
- Load the original shoe figure but do not fit to Genesis. Select it in the scene.
- On the Scene menu select Edit->Convert Figure to Weight Mapping… and press Accept
- Run Transfer.
- The Source will be the original shoe figure and the source Item Shape will be Default. The Target will be the imported shoe obj and Item Shape is Default
- On Show Options, deselect all but Morph Targets. Click on Morph Targets and select Source Morphs. Press Accept. Morphs will be transferred.
Save as Figure/Prop Asset.
This may work fine for shoes that load as left & right, but I have not tested it, as yet.
Again, this tutorial deserves its own thread!!!!!! Haven't got time to try it atm (still working on other stuff) but I can't wait to!
this WORKS! Just tried it. Again, I think it deserves its own thread...
Wancow,
Please test to insure it works okay for you, as well.
One other thing I wanted to mention in regard to morphs. In order to speed things up and provide the converted item with some additional morphs, I have found it useful to install some ready morphs into the Projection Templates at data\DAZ 3D\Genesis\Base\Projection Templates.
To do this, I first selected some items that have a lot of useful morphs that might be re-used on an item that I am converting to Genesis.
For example, anything made by SickleYield typically has a lot of morphs (for long dresses, I use Darla Gown). Also, the recent Dragon Queen for Genesis Female is good.
So what I do is combine morphs into a single figure (using the Transfer Utility) and then save the figure with the combined morphs using Save As->Figure/Prop Assets... to data\DAZ 3D\Genesis\Base\Projection Templates and then the appropriate folder under (e.g. data\DAZ 3D\Genesis\Base\Projection Templates\Dress). Being careful to not overwrite anything that is already there, of course. One can create a new folder, as well.
Then, after doing a conversion, I will use the transfer with Genesis as source, conversion item as Target, and Projection Template the saved item described above. For example, if the conversion item is a t-shirt, I have SickleYield's Super Tee (combined with SickleYield's Layered Tee) saved as a Projection Template and it is very quick to transfer the morphs without having to load anything else into the scene.
For boots I use the WM Cowboy boots for Genesis.
Of course, not all of the transfered morphs will apply or work on the converted figure. But, there are typically several that may be handy. For example, on long dresses, there are morphs to shorten and/or widen the hem, etc.
Hope someone else may find this useful...
Matty, using autofit you can get similar results but only if you are willing to send the item to Hexagon(or a similar program) and create a morph. For some that is beyond their current skill level(No offense intended to anyone by this statement). What Wancow has provided is an easy fix for those who don't have any modelling skills or just want a quick fix. Also wanted to add that for some items you would need to add extra rigging depending on what it is...
Sickleyield... you've no idea how much it tickled me to get this kind of confirmation from YOU :)
LOL. This is what happens when you're chatty. The large number of PAs that are much better at the rigging are going to hate me now.
But anyway - I know this to be the case because Autofit and its skirt rigging are something I spent quite some time working with for my new SRMS product and its templates. True, people can use this method without buying the new product, but it does a lot of other things (including improving on Autofit AND TU's native treatment of shoes), so I'm not too worried. ;)You shouldn't be worried ; )...I can convert most stuff for my own use using autofit but for sheer convenience I will be picking up your product when it comes out.
Wancow's method is great and adds another method to my arsenal of converting old clothing. Sometimes one way works better than another and the more you know the easier it all gets.
I'm impressed, wancow! Thank you for sharing this.
Wancow,
I hope you are still monitoring this thread. I have been playing around with long dresses/skirts a bit more and I think I have settled on a method that works best for me. It is the quickest of the methods I have tried and also appears to provide the best result.
If you have the time, I would really appreciate your input as to how it works for you.
- Export dress/skirt as obj then delete from scene
- Import saved obj
- Load Genesis and apply V4 morph. If necessary, at this point, adjust Genesis to insure that there is a reasonably good fit. Smoothing, later, will take care of the rest.
- Run Transfer
- The Source will be Genesis and the source Item Shape will be Current. The Target will be the imported dress/skirt OBJ and Item Shape Default.
- The Projection Template will be Dress->Knee Length for long dresses or Skirt->Knee Length for long skirts.
- On Show Options, select Add Smoothing Modifier. Press Accept
- Go to Parameters tab, select Currently Used and set FBMVictoria4 from 100% to 0%. If all goes well, the dress/skirt should look just about perfect at this point.
- Adjust Mesh Smoothing by selecting Smoothing Type Generic and then upping Smoothing Iterations until the dress looks the way you want. A Smoothing Iterations value of about 10 may be enough. I usually set Collision Iterations to 1.
- I recommend that the dress be saved at this point without OBJ re-export/import. The reason is if fitting the dress/skirt to a Genesis shape other than V4, some adjustments to smoothing may be required.
- There is a caveat regarding the use of the converted item on other Genesis shapes. For example, if you fit the converted dress/skirt to a Genesis figure that has an A4 morph applied, it may be necessary to Go to Parameters tab, select Currently Used and set FBMAiko4 from 100% to 0%.
This is essentially the same method I would apply to shoes or any other item intended for fit to Genesis but not handled by Autofit. In the case of dresses/skirts, there is usually no scaling or rotation of Genesis (prior to running Transfer) required in order to get things to line up. However, for shoes or other items, some adjustment prior to Transfer will make for a far better result.
Thanks for your patience in reading my posts.
Okay, now I get why you posted this... and yeah, I haven't got the time necessary to test it out, but I see your point with this.
All right, so I was looking at this today and it seemed like an answer to my long-time prayers... except that I don't own the victoria 4 shape for Genesis, so I spent most of the day poking around to see what I could do to get decent results without it. I can't promise this'll work for everything, but it did work for me better than autofit ever has (no crunching at the hem of long dresses at all). I got the idea from Sickle's SRMS.
- Load the Genesis MFD
- Load the dress you want to convert
- Convert the dress to weight mapping
- Open up the transfer utility
- Source is the MFD, and select item shape "morph", and find the Victoria 4 FBM for the MFD. Target is the dress you're converting.
- Under "more options" tick "reverse source shape from target", tick "add smoothing modifier", and untick "fit to source figure".
- Click accept. Result is a dress that will fit Genesis and has the MFD rigging, without the wonky hem. I don't know if it fixes the issue between the legs, but it may be that I don't have any textures that show it.
- If you like, you can now transfer the dress's original morphs with artistb3's method.
I never rigged anything for genesis or gf2 so I'd like to ask if the frontpage tutorial would work in general for a new item, not any old one to be converted. Here's the dress picture I've modeled for Girl 6 morph. I want to rig it and check if it would work backward with base gf2 through some options of rigging tools. Some time ago I red several tutorials in the forum posts but unfortunately I lost all saved posts links. The new search gave no positive result. I'd appreciate very much if someone pointed me a good tutorial on rigging clothing for genesis or confirmed the title tutorial working for general rigging purposes.
Can you dig this, I'm reading my own tutorial because the past me and the new me are two different people... the new me has a great memory... except for it's short...
Nice to see you again. wancow.
Doesnm't work. There are holes in the front middle of the dress between the space of Genesis's legs, at least with Arah's Autumn Spirit and Galadriel.
I have found that when there are holes/missing polygons/what have you, that neither collision nor smoothing affects these AT ALL.
So how do I fix this? How do I prevent this? It's an awful lot of work for nothing and you've completely gotten my hopes up only to dash them. Do I have to post a screenshot?
a screenshot would be helpful. Also, the geometries might be a problem. A lot of Victoria 4 stuff just doesn't work very well when subdivided because the modelers didn't understand SubDiv at the time, or didn't care. So if it's subdivided, that might be it. If it's not, there's something else going on.
How do I tell if it's subdivided?
Is there a Mesh Resolution group in the Parameters pane with the item selected?
Mesh resolution "group?" What is that?
I know that Arah's models are made up of a conglomeration of several objs (like, two or four for sleeves, one for a ribbon, one for the torso, etc.)
Is that subdivision?
This is not the case for Galadriel, though.
I'll get to a screenshot a little later.
Here's an example. In the Autumn Spirit dress.
This does not occur when I use the SRMS on it or Galadriel, though it is sometimes a problem on pants (looks like Genesis bent over and ripped them)
I bookmarked this. Gratefully enough, doing this helped me make the Mystix skirt work on G8M. I did the conversion to Genesis like how your tutorial had done, but just repeated the transfer utility to being on G8M. Thank you a million for the ability for me to be able to use it now on the new characters. ^^ I'll upload a finished piece when it renders, and I will have to also try out Wancow's version too to see of how that goes. :)
Edit: Image attachment. 2k height, and only 50% done after 1hr and 42mins., but I wanted to show it off finally. Genesis 8 Male, with Kouros Hair, Michael 4 Texture, and the Mystix skirt with leather and metal shaders. All done in Iray with no postwork.