Converting Under-Arm Wings To G8F

Okay, here's the thing. I recently completed a Spider-Woman cosplay costume as part of a commission. And part of that costume includes a set of web wings that are beneath the arms, as seen in the included image.

To maximize availability, I've been making versions of this costume for multiple Genesis generations. I've successfully created complete versions of this costume for G2F and G3F. But while I've been able to convert the bulk of this costume to G8F, I have to admit to being stuck in regards to the wings.

Any suggestions?

OPJDrew_Wings.duf.png
1000 x 1000 - 1M

Comments

  • Is the issue the A pose? If so you can bend the arms into a T pose and then right-click in the Viewport with the Joint Editor>Edit>Bake Joint Rotations, then do your rigging from that (I think you also need to zero out any JCMs). Once done, pose your wings to the A pose of the default figure and use the same Joint Editor right-click>Edit>Bake Joint Rotations to get a version that will work, then tidy up JCMs and any other tweaking needed.

  • barbultbarbult Posts: 24,847

    Richard, what are you baking in each step? The costume or the figure that will wear the costume? I'm confused.

  • Is the issue the A pose? If so you can bend the arms into a T pose and then right-click in the Viewport with the Joint Editor>Edit>Bake Joint Rotations, then do your rigging from that (I think you also need to zero out any JCMs). Once done, pose your wings to the A pose of the default figure and use the same Joint Editor right-click>Edit>Bake Joint Rotations to get a version that will work, then tidy up JCMs and any other tweaking needed.

    The issue isn't the pose. I know about baking in the joint rotations. The problem is the new weight-mapping. I'm not sure how to transfer the weight-mapping from G8F to the wings without them getting horribly distorted.

  • barbult said:

    Richard, what are you baking in each step? The costume or the figure that will wear the costume? I'm confused.

    Bake the figure to match the clothing implicit pose, rig the clothing, then pose the clothing to match the figure base pose and bake the clothing.

    Is the issue the A pose? If so you can bend the arms into a T pose and then right-click in the Viewport with the Joint Editor>Edit>Bake Joint Rotations, then do your rigging from that (I think you also need to zero out any JCMs). Once done, pose your wings to the A pose of the default figure and use the same Joint Editor right-click>Edit>Bake Joint Rotations to get a version that will work, then tidy up JCMs and any other tweaking needed.

    The issue isn't the pose. I know about baking in the joint rotations. The problem is the new weight-mapping. I'm not sure how to transfer the weight-mapping from G8F to the wings without them getting horribly distorted.

    After transfer (which should give the correct joint centres but not so useful weights) you'd have to do a fair bit of hand editing. Or you could just rig the struts and then let dForce handle the membrane, I would think.

  • LeanaLeana Posts: 11,835

    Since you said you have a G3F version you could try using SY's tutorial to create a G8F version from it: https://www.deviantart.com/sickleyield/journal/Tutorial-Convert-Clothing-G3-to-G8-G8-to-G3-686682065

  • barbultbarbult Posts: 24,847
    barbult said:

    Richard, what are you baking in each step? The costume or the figure that will wear the costume? I'm confused.

    Bake the figure to match the clothing implicit pose, rig the clothing, then pose the clothing to match the figure base pose and bake the clothing.

    Is the issue the A pose? If so you can bend the arms into a T pose and then right-click in the Viewport with the Joint Editor>Edit>Bake Joint Rotations, then do your rigging from that (I think you also need to zero out any JCMs). Once done, pose your wings to the A pose of the default figure and use the same Joint Editor right-click>Edit>Bake Joint Rotations to get a version that will work, then tidy up JCMs and any other tweaking needed.

    The issue isn't the pose. I know about baking in the joint rotations. The problem is the new weight-mapping. I'm not sure how to transfer the weight-mapping from G8F to the wings without them getting horribly distorted.

    After transfer (which should give the correct joint centres but not so useful weights) you'd have to do a fair bit of hand editing. Or you could just rig the struts and then let dForce handle the membrane, I would think.

    Thanks for the clarification, Richard.

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