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Import Add-On Mesh to Match the New Garment Wearable Preset
I cleared Daz Studio and started with a new empty scene.
Load the saved wearable preset shirt without any Genesis 9 in the scene.
Use the import dialogue to bring in the mesh of the OBJ for the add-on bridges.
In this example again I use the Carrara preset in the import dialogue. Just be consistent.
I used the surface tab to make the add on mesh red but it was still hard to confirm the import was a good fit.
So I temporarily turned off the visibility of the shirt to check the add-on mesh. The bridges appear to have loaded where they should. Again, I have not done smoothing. Be consistent.
Convert the Add-On to a Conformer for the Shirt and Save as a Figure Prop
The scene should have the shirt garment and the add on.
Use the transfer utility to convert the mesh add on to a conformer for the shirt. Shirt is the source and the add on is the target. No smoothing in this example, but be consistent.
Save the converted add-on figure as a figure-prop asset and try to use the same product name as the main shirt garment.
Apply DForce Add-On to Add-On Mesh and Save as Wearable Preset
I cleared the scene.
I loaded the main shirt that was saved as a wearable preset and that has DForce applied.
I loaded the saved add-on figure and fit to the wearable preset shirt.
I selected the add-on figure and used the simulation tab to assign a DForce Dynamic Mesh Add-On
Selected the Add-On figure and confirmed that the surfaces tab shows some DForce channels.
Select the main shirt and then Save As to save the Add-On figure as a wearable preset for the garment.
Combine Shirt Garment Wearable Preset with Add-On Wearable Preset and Save
Clear scene again
Loaded a standard genesis 9 base figure (not the development rig).
Load the shirt garment wearable preset so it conforms to the G9 and is parented to it.
Select the shirt garment and then load the add-on wearable preset so it fits to and is parented to the shirt.
Confirm that the garment and add on have DForce channels in the surfaces tabs.
Select the Gensis 9 base figure. Use Save As to save the shirt garment that has the add-on as another wearable preset.
The save as dialogue comes up. Check only the garment and the add on. This is the result wanted.
Test the Completed Garment with Thickness in DForce Simulation
Cleared the scene
Loaded a base Genesis 9 (applied a base skin to see test better).
Loaded and conformed the Garment wearable preset that also has the add-on wearable preset.
I used surface to make the add-on figure red to check but it was hard to see.
I did a DForce simulation on base shape and default pose.
The shirt DForced and the edges seemed to retain their thickness.
More Tests with Subdivision, Smoothing, Figure Morphs, and Joint Bends - Seems to Work as Intended
Base no movement and no bend.
Morph basic feminine FBM
Some twisting and bending focus on waist hem seem to hold OK
Increase resolution and smoothing still seems OK
Try with Victoria 9 FBM and some bend and twist. Waist hem seem preserve thickness.
Conclusion - For Garments Intended to Use DForce, one can use an add-on to preserve thickness of the edges.
Follow the steps outlined above. Use any modeling program you want. The key is to be able to curl the edge inward and then create a second mesh that has a bridge connecting the edge curled inward to an edge of the main garment. Each vertex must match for the add-on to be maximum effective. Set the opacity of the add-on to zero so it is not visible in renders or you may have some undesirable artifacts.
Great - thanks for setting up a walk through :) it will help people for sure!
Interesting and entertaining as always, my friend!
dForce has been a fascinating ride for me lately. I've been using dForce products from the store to use as my visual guides and learning from their setups.
Linday's Classic Long and Curly Hair with dForce is what drove me head-first into dForce (and Daz Studio) and here, his Boyfriend Tee Shirt for Genesis 3 Female works beautifully in dForce even though it's not a dForce item. I know this is no big deal of information since it's not that hard to get thigns to work in dForce, but I just found that some things (like this) just seem to work out of the box simply applying the dForce to the garment.
Good to come back and catch up on all of this, Diomede! Love this channel!
Loving Rosie's progression using Studio's newer developments. Keep up the great work. I will be watching.
Creating a Base Genesis 9 Base Starter Shirt in a Simple Modeler
- don't have Marvelous Designer or similar? here is a link to a tutorial screenshot series on creating a shirt in a simple modeler. I used Carrara, but the same approach works in Hexagon, Blender, Silo, or any other basic 3D modeling program. The tutorial includes the final mesh which is free for any use personal or commericial, including being used as a starter for your own variations.
No one asked me - Diomede posts screenshots on whatever - Page 40 - Daz 3D Forums
Update - they did release Genesis 9 (obviously), it is Gender-bob-ulous, the aforementioned Genesis 1 workflow did indeed have lots of useful info. I went ahead and created similar loosely folded skirt in Marvelous Designer designed for the Victoria 9 shape, turned it into a conforming figure, and applied DForce for Victoria 9 and for a mixed up G9 Male+Monster shape. I think the results are a good starting point. The steps are outlined below.
Results Victoria 9 Shaped Textureless G9 Dummy and Male Mix Monster Wearing Skirt
Note that UVMap allow 3rd party pattern applied
Victoria 9 Loose Folds Skirt Marvelous Designer to Daz Studio Workflow
Create an Victoria 9 Avatar for Use in Marvelous Designer (note, my version of MD is not the most current)
- Start a Daz Studio Scene and Load the Genesis 9 Development Rig (not Victoria 9 character because that has some scaling). I applied the material for body references but not necessary.
-- Mods! This is not a naked Genesis 9. This is a textureless G9 weariong a bodysuit with detail references.
- In parameters tab, dial the Victoria 9 morph to 100, but do not touch the Victoria 9 proportion dial.
- Use File Export to save out the obj. I am using the daz Studio scale because Marvelous Designer has an option for the same scale. Just be consistent.
- Save to a place where you can find your Marvelous Designer Avatars. I save to my MD dedicated Avatars folder where MD looks by default but just make sure wherever you save you don't forget.
Adding V9 Avatar to Marvelous Designer
- Start up Marvelous Designer.
- Quads! Use settings menu for 3D to quads before do anything else.
- Use the Add menu to load the avatar.
- Navigate to where you saved your G9 developer OBJ with V9 morph dialed up
- In settings, make sure same scale as exported from Daz. In my case, Daz scale. Your more recent copy of MD may have other useful settings for automatic arrangement points, etc.
- V9 avatar loads on the left hand side
Measuring V9 Avatar Waist
- I plan to create a waistband first, then attach a skirt. I will measure the narrow part of the waist and divide by 2 to get the approximate length of each waistband panel. Not being exact.
- The avatar menu has measurement tools.
- The waist is about 26 inches.
- I will be using two panels, and making slightly too small, so each panel length should be under 13 inches. Just planning at measuring stage, not being exact yet.
Waistband Panels - Use Polygon Menu Rectangle
- in the 2D area menu, click the Polygon tool to activate.
- draw a horizontal rectangle roughly 13 inches long (again, don't need to be exact at this stage because can set length manually)
- MD provides guides as you go when your points generate 90 degree angles, or when lines are paralell, and similar references.
- Right click on the rectangle to bring up a menu
- for this example I choose copy from the menu
- right click again and then choose paste from the menu
- a second panel that is a copy of the first appears.
- (note - other useful features are symmetrical patterns, symmetrical with sewing,... but I am not using them for this project because my main skirt will be a circle)
Arrange Panels in 3D view (left side with avatar) - (use arangement points if you have them)
- click on a panel in 3D voew (left side) and a gizmo to manipulate the panel appears.
- use the gizmo arrows to move the panels to the front and back of the waist.
- note that both panels point forward. Want the back panel to point away from the body.
- flip the rear panel by right clicking it to bring up a menu and choose flip normals. the selection color will go from bright yellow to a darker color.
Segment Sewing - Attach Front and Back Panels
- Find the segment sewing tool. In my old version of MD, the segment sewing tool is in the top right above the 2D viewing panel. Newer versions may use different submenus.
- In the 3D view, click the side of one of the panels. It glows and a cross bar appears telling you if you have picked the upper or lower part of the segment.
- In this case, I picked upper part of the side of the back panel. See it glowing? So I want to sew it to the upper part of the side of the front panel on the same side. Do so with a click.
- A colored set of multiple sewing lines appear connecting the two panels being sewed together. The new lines should not cross. If they cross, use undo, and then try again.
- Repeat for the other side
- Notice that the 2D view also shows the segment sewing, but it it harder to see because the sides are not as logically arranged.
Drape Simulation - Use Space Bar
- Time to sew the panels together and simulate the clothing on the 3D avatar. In this case, the result should just be a waistband.
- Press the spacebar. Marvelous Designer then goes to work and you can see your results.
- In this case, the waistband fits pretty well in first trial because it was done to approximate measurement.
- But it could be better. I want this tighter to help support the skirt that will be attached. Could do so with other property features, but will edit length next.
Secondary Editing - Adjusting Panels Already Draped - Tighten Waistband
- Will edit the existing panels. Could have addressed this earlier but I want to show editing toosl with more general applications for later use.
- You are not stuck with your first draft panels. You can edit the edge lines and corner points.
- To manually set line length, in the 2D view, right click on a horizontal line of one of the waistband panels.
- A line editing menu appears.
- I want the total circumference of the waistband to be 24.5 inches instead of 26, so I will manually set each horizontal line length to 12.25, which is half of 24.5.
- Note that I check the 'both' option so that the line is adjusted from each side. This will keep the top and bottom the same and 90 degree rectangular.
- Repeat for both panels.
- Press space bar again and the waistband will get tighter arond the V9 avatar waist.
Main Skirt - Circular Panel Method
- In this example, I am going to use a circular panel with a hole in the center to create the main skirt.
- Begin by clicking the polygon tool in the 2D menu.
- There is a submenu which can be set to elipse.
- Hold shift key to constrain a circle elipse, and drag to create size of circle. The display divides outer circle in 4. I dragged until total circumference was about 100, which was four equal segments of roughly 25 each.
Creat Center Hole for Waist - Internal Lines
- Want a new circle inside the original. Going to do this by offsetting the circle as an internal line.
- Select the outer cirle and right click to bring up the editing menu
- Choose offset as internal line.
- Select the new internal circle. On the right hand side is a menu with the properties of the selected line. See the length. Want in vicinity of waist (roughly 25). Here it is 26.9, which is good for now.
- Convert the internal line to a hole by right clicking and using the pop up menu.
Arrange Circular Skirt in 3D View
- want to sew the center hole to the bottom horizontal lines of the waistband panels.
- notice in the 3D view, the circle might not face the way wanted.
- use the gizmo tools to translate and rotate the circle so its normals face up (brighter yellow faces up) and the hole roughly lines up with the waist of the avatar
Sewing the Waistband Bottom to the Hole Edges
- Will be using the 'free sewing' tool to sew multiple segments at a time
- click the inner part of the circle and go half way around (selecting an area corresponding to one waistband panel)
- click the bottom of the corresponding waistband panel
- check to see if the sewing lines are straight or if they cross. Undo and try again in reverse if they are crossed.
- repeat for the other panel, again checking to make sure the sewing lines are straight, not crossed
Simulate Drape of Sewn Skirt
- Press the spacebar and watch the magic drape!
- Check around the avatar to make sure panels sewed as expected.
- Result is a loose skirt with many folds
- But perhaps too short. Will show how to change length next.
Adjust Skirt Length
- Going to use 'offset pattern line' to manually adjust skirt length. There are other ways.
- In 2D pattern area, right click on outer edge of the circle
- Line editing menu appears. Choose offset pattern line.
- I chose to lengthen the skirt by 4 inches. Adjust to your own taste.
- The initial result may look strange at bottom of skirt because needs to be draped again.
Simulate Adjusted Skirt - Space Bar Again
- press space bar again after adjusting skirt length
- watch the magic happen
Create Shading Domains, Material Zones
- It would be good to set different surfaces for the waistband than the main skirt
- Especially if intended for Daz Study DForce or Carrara VWD. Want to set different drape properties for the waist band, or exclude entirely.
- In 2D view, select the two waistband panels at the same time.
- In upper right menu click 'assign' and assign to new fabric
- A new fabric is created. Choose a name like belt or waistband.
Arrange UVMap
- If intended for Daz Studio, is good to gather all panels on single square of UVMap grid (one UVMap).
- The panels themselves are generally excellent UVmaps
- In the upper right menu, chenge 'simulation' mode in drop down menu to 'UV Editor' mode.
- Move all panels to the square that is positive 0,0, which is 0 in X direction and 0 in Y direction.
- You may have to scale, etc. to fit
Export Skirt OBJ
- Return to simulation mode from UV editing mode in upper right
- Select all the panels in the 2D view
- Use File : Export menu
- In export menu, export all selected, and make sure have chosen Daz Studio scale, see screengrab for settings in this example, welded comes to mind