Surface Visibility Trick?
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Hi,
I've noticed with some clothing products (in particular long boots) that some authors have implemented a feature that hides body parts as soon as a wearable clothing item is fitted.
I've been able to do this kind of thing myself. Before I save a wearable preset for some boots, I first hide, say, the feet and toe nodes in the Scene Pane by clicking the little 'eye' icons. And then when I save the wearable preset, I go to the 'Other' tab and check the visibility property for the feet and toe nodes of the figure. That's basically how I've always done it.
But in some clothing products, the authors have done something even more clever that I honestly don't understand. For example, there's a product for Genesis 3 Female called the "Vigilante Outfit". It includes a pair of boots, which when fitted to the figure, hide a part of each leg. But these parts aren't exactly the shin, feet, and toe nodes. When I look in the Scene Pane, these nodes should be visible because their little 'eye' icons are still showing. As soon as I unfit the boots from the figure, the leg area becomes visible, and when I refit the boots, the leg area again becomes invisible - and this is *without* reloading the .duf file for the boots.
I though maybe the author had created some kind of controller on one of the boot's property dials, such as the 'Fit to' dial, but I can't find any. How are they doing this??
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Comments
They have selected the bits they want hidden with the Geometry Editor tool, then with the boots fitted they have right-clicked in the Viewport and selected Geometry Assignment>Set Auto-Hide Faces for graft (I can't recall the exact name), then selected the boots in the dialogue that opens. Switch to a posing tool and the parts will be hidden (Auto-Hide faces show with a rigging tool active)