Sitting-with-pants-down morph problem in Fit Control

Okay, I suspect I'm probably one of those edge-case-situation guys.  I love the fact that Fit Control lets you add tugging-at-clothing morphs and the like to the majority of Daz Studio clothes, so that you can do things like pull the front of someone's shirt open, pull their pants-legs up, or pull their pants down.  Useful for simulating someone getting dressed or undressed and the like.  My problem is, a number of my projects are going to need someone to be sitting down, with their pants about their ankles... say. while sitting on the toilet.  When I do this, the pants distort out and away from the character in a wierd way.  Is there a way around this?  Is there some other means I can use to readily do seated-with-pants-about-the-ankles stuff?

My example images are of the character with his pants pulled to his knees, but the result is the same.  I adjusted the top of the pants downwards with the Fit Control morphs (pull the front down and then pull the back down), then simply applied a sitting pose.  I get the same results if already in a sit pose, but I wanted to show where the pants were without the sit pose, for comparison.  I poked and prodded throughout the Fit Control morph dialers and to dials in other places, hoping there was a way to counterbalance against this, but.... nothing helped.

Is there an alternative way to do what I want with pants and undies?  The only alternative I'm aware of is to put him through an animation lasting 20 or 30 frames while appling dForce onto the clothes the whole time, then pick a frame somewhere a ways into the animation and make THAT the scene, but I have zero experience with running animations in DS, nevermind with applying dForce to things while doing it, and that sounds like a lot of hoops to fly throug merely to get the pants repositioned.  There's gotta be another way.  oO

G3M in t-pose with pants lowered 20180419.png
1920 x 1040 - 223K
G3M with pants down, sitting 20180419.png
1920 x 1040 - 527K

Comments

  • Sven DullahSven Dullah Posts: 7,621
    edited April 2018

    You have to re-rig the pants. Simplest way is do as in the first screenshot( your figure in zero pose and your pants as you want them to be), then hide everything but the pants and export at base resolution as an .obj. Then import the .obj and use transfer utility to fit the pants object to your figure. Convert to subD if needed.

    Post edited by Sven Dullah on
  • IsaacNewtonIsaacNewton Posts: 1,300

    A good idea Sven, but to be honest it maybe easier, though not necessarily quicker, to just apply a dForce modifier to the roughly positioned pants, or obj file from the pants figure and run a few frames of the dForce animation (nomad, there are tutorials on how to do this. SickleYield made a good one). At least that way the pants should look more natural.

  • Okay, so where do I find this SickleYield tutorial?

  • IsaacNewtonIsaacNewton Posts: 1,300

    I thought I had seen a video tutorial by SickleYield, though can't find it now. However a search for "dForce" and "tutorial" brought up this one by Mada de Leeuw which should be a good start to dForce; 

    There are several others. have fun

  • SickleYieldSickleYield Posts: 7,644

    No, you saw me recommending people watch Mada's tutorial. :D  She's the best.

    Alternately, with my own pants that have down morphs, the best way to make them work sitting is to conform to the figure once to pick up morphs, unconform the pants, morph them, and parent/position them around the legs.  This means you may have to manually scale or dial in the body morphs, but it avoids the distortion issue.

  • IsaacNewtonIsaacNewton Posts: 1,300

    No, you saw me recommending people watch Mada's tutorial. :D  She's the best.

    Alternately, with my own pants that have down morphs, the best way to make them work sitting is to conform to the figure once to pick up morphs, unconform the pants, morph them, and parent/position them around the legs.  This means you may have to manually scale or dial in the body morphs, but it avoids the distortion issue.

    Nice tip about conforming then unconforming to pick up the morphs. Thanks SickleYield.

  • No, you saw me recommending people watch Mada's tutorial. :D  She's the best.

    Alternately, with my own pants that have down morphs, the best way to make them work sitting is to conform to the figure once to pick up morphs, unconform the pants, morph them, and parent/position them around the legs.  This means you may have to manually scale or dial in the body morphs, but it avoids the distortion issue.

    Okay, by conform and then unconform....  do you mean as in, apply the pants to the character (say, G3M) so they get the (G3M) morphs, then unparent the pants from the character?  Is there a tutorial somewhere on doing what you're describing here?

  • nicsttnicstt Posts: 11,715

    Unfit, not unparent.

  • Okay, I think It's possible we might have misunderstood each other in what I was wanting to do.  I wasn't really asking how to set the clothes into position via dForce animation, I was saying I wanted to do it purely via the clothing morphs and not have to use dForce in it.  Literally what I want to do is apply the clothing morphs -- say, the ones injected into the clothes via Fit Control -- then go into Parameters tab, apply, say, all the appropriate dials in [Garment] > Actor> Fit Control > Underwear > Pelvic Area to bring his pants down to his ankles, then do something that amounts to "lock this garment down so it doen't change position or shape one jot after this" (decouple it from the character somehow, maybe? oO), THEN apply the sitting-down pose to the character.  I mentioned dForce simply to say that I gathered that that was a completely different, and seperate means of adjusting the clothes to the character than the built-in clothing-morphs way, and that I didn't wanna go down that other, complicated rabbit hole, I just wanted to set the general clothing-morphs the way I wanted them, then freeze the garment in place so it stopped adjusting to pose changes from then on.

    Is this possible?

  • IsaacNewtonIsaacNewton Posts: 1,300

    As far as I know this is not possible whilst maintaining the item as a conformed figure. However, once you have the pants figure posed the way you want, you could export it as an obj file. Then reimport it as an object and parent that object to your character. The imported object will not have textures, but if you used the default settings in the export popup, you should be able to select the original pants figure, go to the Surfaces tab being careful to select the pants and then copy the surfaces and then select the pants object and simply paste the textures and other surface settings on to it. You can then hide or delete the original pants figure. If you want to change the pose of the pants then you will need to go through this proceedure each time.

    One more thing (if you are not already aware of it), when you export the pants figure as an object, you must first hide (all?) other figures and objects (at least if they are fitted or parented to the figure you are exporting and certainly the figure that the pants are fitted to). In a complex scene this can be rather irritating. Why on earth DAZ don't put an option check box in the export popup to give the option "Export Selected ONLY", I have no idea. It would be easy to do and very useful.

  • maikdeckermaikdecker Posts: 2,990

     I didn't wanna go down that other, complicated rabbit hole

    It ain't that complicated if the clothes concerned work with dForce. I estimate - as a newbie - it'll take me 30 minutes to drop some pants into the position you want if (!) the pants work with dForce.
    One of the main problems with dForce is that a lot of stuff isn't fit to work with it and so some time has to be spend to find the items that do.

    Once you found the proper clothes, it's just a question to position the character and use a primitive or two to push the clothes around - at least, that's what I usually do wink

  •  I didn't wanna go down that other, complicated rabbit hole

    It ain't that complicated if the clothes concerned work with dForce. I estimate - as a newbie - it'll take me 30 minutes to drop some pants into the position you want if (!) the pants work with dForce.
    One of the main problems with dForce is that a lot of stuff isn't fit to work with it and so some time has to be spend to find the items that do.

    Once you found the proper clothes, it's just a question to position the character and use a primitive or two to push the clothes around - at least, that's what I usually do wink

    Hmmmmm.... is there a tutorial somewhere on this push-the-dforce-clothes-around-with-a-prim thingy?

  • maikdeckermaikdecker Posts: 2,990

    Hmmmmm.... is there a tutorial somewhere on this push-the-dforce-clothes-around-with-a-prim thingy?

    idk...

    I mostly use the old-fashioned method of "try and error" to get things working, as video tutorials don't work for me and written ones are rare... but there's a thread about how to use dForce for many different things which helped me a lot.

    And the thing with the primitives (if it isn't mentioned in that thread): dForce works with gravity, so dForced stuff will either get pulled down or - when gravity has been set to a negative value - up only. To give the things a push or to keep them from going too far up or down different primitives (forms and sizes) can be used.

    Example: Instead of only using dForce on the pants and hoping they drop to the proper place, turn the figure upside down and have a primitive - flat plane should work - moving up from the belly to the point on the legs where the pants are supposed to go to to push those pants up.

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