Auto fit of v4 costumes to G3F doesn't work well with daz 4.11.
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Auto fit of v4 costumes to G3F doesn't work well with daz 4.11.
Adapting certain morphs (voluptuous, pear figure, etc.) after autofitting the V4 outfit to G3F in daz 4.11 will break the v4 outfit. All morphs have auto-fitted properly until daz 4.9. Is there anyone who knows the solution?
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1.jpg
1584 x 974 - 213K
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1547 x 891 - 214K
Post edited by ittonn on
Comments
First, your second image shows bare breasts so it's not respecting the forums TOS, which means it will likely be removed by a moderator.
Regarding the morph following problem:
What is used in the image is a bodysuit for v4. So it's a v4 costume. G3F's costume was fine.
The problem is that the autofit function that worked fine with DAZ 4.9 no longer works well with certain morphs since daz 4.10.
Auto Fit uses this product. https://www.daz3d.com/wear-them-all-autofitting-clones-and-clothing-smoothers-for-genesis-3-female-s
The image has been replaced.
Adjusting to morphs does not use autofit, it uses autofollow, and should theoretically work the same on any outfit fit to the figure whatever the figure it was originally for. That's why I asked if there was a problem with G3F outfits.
Still not enough I'm affraid: https://www.daz3d.com/forums/discussion/3279/acceptable-ways-of-handling-nudity#latest
https://www.daz3d.com/forums/discussion/3279/acceptable-ways-of-handling-nudity#latest - in this case you could probablt switch the Viewport mode to Smooth Shaded.
AutoFit is a way to convert fitted items between figures, morph projection is within the figure and should not care where the clothing came from. Have you tried aplying a Smoothing Modifier (Edit>Figure>Geometry>Apply Smoothing Modifier) to the outfit and setting the base figure as the collision target?
The Smoothing Modifier has already been used, but it still breaks through the auto-fit costume.
This problem seems to occur with certain G3F body shapes that get significantly thicker. For example, it works fine for bodybuilder morphs.
If there is already a Smoothing Modifier applied try setting the smoothing type to Generic, instead of Base Shape Matching.
When the Smoothing Modifier setting is set to Generic, the v4 bodysuit fits without problems, but there are still other v4 costumes that do not apply. In addition, adaptation of Smoothing Modifier to v4 body suit takes longer than before. Is this due to specification changes at the time of update?
Autofit has a problem with skin tight outfits, on a bodysuit they would be the armpits, the butt crack and on females the area under the bust. Adding a smoothing modifier should take care of the armpits and the bust, however dealing with polygons that are being pushed through each other in the butt crack requires a modeling program.
You also have the problem that all of the bodysuits original V4 shaped morphs are still in there, they may be interfering with G3F's morphs as they get pushed into the bodysuit.
If you don't have the skills to manually fit the suit to G3F in a modeling program, then my suggestion would to autofit to G3F, add a smoothing modifier (leave it default), hide G3F with her eyeball in the scene tab, export the bodysuit as a OBJ, unhide G3F and delete the bodysuit, import the OBJ you just made and use the Transfer Utility to fit it to G3F, then save it with "Support Assets > Figure/Prop Assets".
Can't fix the butt crack like this, but you will now have a clean bodysuit with no V4 morphs to get in the way, if you are still having the same issues as in your last pic then we can rule out it being the old morphs.
Sickleyield makes a DeCrackifier for Genesis, Genesis 2 and Genesis 3
https://www.daz3d.com/sy-decrackifier-genesis-genesis-2-genesis-3
That's the problem Jestmart, it doesn't create a "wedgie", to the untrained eye it doesn't look like there's anything wrong, but I run DS with back faces visible, so black polygons appearing on a mesh is going to catch my attention.
The attached picture is V4's Bodysuit in wireframe mode, I don't have wear them all so I can't go straight from V4 to G3F, so this is after a few jumps, but I know from experience (repaired several mesh for a friend a couple of years ago) that what I have here doesn't appear as bad as doing it in one jump (just as much work fixing though).
The three loops I've pointed to are actually the mesh after autofit, the mesh is being pushed through itself and flipped inside out as a result, the closer to the "tailbone" they get the flatter the loops become, which is why it doesn't show as a "wedgie".
At the time of daz4.9, even if you wear v4 clothes with autofit, it did not break through the clothes extremely like daz4.10.
If daz4.11 is currently used for this problem, this method seems practical. I'll try.