Collar on Shirt is distorted while turning head

Hi Guys, 

I need some help, I've added a shirt (a Genesis 8 male shirt) onto a Genesis 3 character and when I turn her head, left and right, the tip of the collars start to stretch and distort. 
This is very frustrating. 

Is there a way to fix this so that the shirt collars do not interfere with the head turning? 

Thanks 

Comments

  • When you AutoFit and item the weights (the amount each point responds to a bend) are projected from the nearest point of the base figure - soemtimes that doesn't give the desired result. In this case you probably need to edit the weight maps to make the collar move more as a unit rather than having a graduated effect.

  • I'll be honest, I don't know much about weight maps and how to manipulate them. 
    How do you do that? Is there a tutorial for it or some one who can explain it, step by step.
    This is screen shot as to what it looks like. 

     

    collar.jpg
    1920 x 1080 - 665K
  • felisfelis Posts: 4,663

    I am not aware of any specific tutorials.

    There is some documentation within Daz Studio like:

    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_mapping_a_figure/start

    Mada has done a dforce weigth map tutorial on youtube

    https://www.youtube.com/watch?v=qc7ANwKokk0

    The principles for weigth editting is the same.

     

    In short

    1) Select the shirt in the scene tab and expand bones

    2) Select the Node Weigth Brush Tool

    3) Open Tool Settings tab

    4) Select a bone in the shirt in the scene tab

    5) Select the weigth map in the tool tab

    Now an area of the shirt should become red-blue-grey, meaning red: full weigth, blue: partial, grey: none

    6) Paint..

     

    I think the easiest way is to select the bone you would like the collar to follow and then paint the collar red.

  • felis said:

    I am not aware of any specific tutorials.

    There is some documentation within Daz Studio like:

    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_mapping_a_figure/start

    Mada has done a dforce weigth map tutorial on youtube

    https://www.youtube.com/watch?v=qc7ANwKokk0

    The principles for weigth editting is the same.

     

    In short

    1) Select the shirt in the scene tab and expand bones

    2) Select the Node Weigth Brush Tool

    3) Open Tool Settings tab

    4) Select a bone in the shirt in the scene tab

    5) Select the weigth map in the tool tab

    Now an area of the shirt should become red-blue-grey, meaning red: full weigth, blue: partial, grey: none

    6) Paint..

     

    I think the easiest way is to select the bone you would like the collar to follow and then paint the collar red.

    Oh Thank you very much! That helped me alot. Now I can finally figure it out. This is very helpful. Collars have always been a problem for me. 
    But that worked. 

  • Of course, weight maps are the right way to solve this, but a “quick and dirty” alternative for a one-off situation that I’ve used in similar situations after I know I’m finished posing and I’m not worried about using it again in the future is to select the offending bone in the clothing item itself, and reverse the offending rotation.

    So for example if applying a 20 degree twist to the lower neck of the character causes the shirt collar to do something weird and you’d prefer it to stay straight with the upper chest, apply a negative 20 twist to the lower neck bone of the shirt to straighten it out.

    Doesn’t always work, but can work surprisingly well for a quick solution. I use this a lot for necks, for pelvis rotations in dresses that don’t autofit well, and sometimes for sleeves I don’t want to follow the forearm twist. 

  • Of course, weight maps are the right way to solve this, but a “quick and dirty” alternative for a one-off situation that I’ve used in similar situations after I know I’m finished posing and I’m not worried about using it again in the future is to select the offending bone in the clothing item itself, and reverse the offending rotation.

    So for example if applying a 20 degree twist to the lower neck of the character causes the shirt collar to do something weird and you’d prefer it to stay straight with the upper chest, apply a negative 20 twist to the lower neck bone of the shirt to straighten it out.

    Doesn’t always work, but can work surprisingly well for a quick solution. I use this a lot for necks, for pelvis rotations in dresses that don’t autofit well, and sometimes for sleeves I don’t want to follow the forearm twist. 

    Very handy. I'll try that too :)

Sign In or Register to comment.