Zella FBM and extra bits parenting or comforming clothing

ok now that the problem of MCM exporting has been solved (thank you everyone) i can now move on to the next issue. to parent or create a 'conforming clothing" out of the extra bits that go with this model.

Zella has ice hair, antenna, eye coverings, mandibles a bugs tail and an extra set of arms.

her second set of arms was created by adding a new Genesis figure into the scene and adding a new FBM that was Zella with a collapsed chest. all part but the arms and collar groups were hidden and the chest was pinned for location and rotation so it does not move. the whole second figure was parented to the first Gen model's chest and the parameters of the second collar groups were changed so the min/max of the front back would keep them in the back joints.

the rest of the objects where parented to their respective parts, for the tail i moved it's rotation node to its base and turned off the translate parameters so it can only be rotated.

all this parenting works fin for me but the problem is that this and other models need to be made ready for sale. so the props need to be saved correctly so that a user can just press a button and go.

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Comments

  • mjc1016mjc1016 Posts: 15,001
    edited January 2014

    I'm not sure of all the legal 'niceties' that would go into selling them other than through the Daz store...in other words becoming a vendor here.

    But parenting all of that stuff and expecting it to fit smoothly/stay together/texture easily just isn't going to happen. The answer is geografting and that's where the questions come in...I'm not exactly sure of the permission process to do it. \
    Besides, parenting two figures together, along with 'hiding' parts and all that, along with the 'extras' being parented props is OLD and not very likely to sell well.

    Post edited by mjc1016 on
  • Richard HaseltineRichard Haseltine Posts: 100,941
    edited December 1969

    As mjc says, you wouldn't be able to sell this since it uses the original Genesis mesh - you'd need to create your own arm add-on, or morphs and textures for the existing four arms product. GeoGrafted products are permitted under the new EULA - as long as they are add-ons for the character they go with, which can generally be assumed, though DAZ does reserve the right to refuse to allow items.

  • AVP_hattonslaydenAVP_hattonslayden Posts: 33
    edited December 1969

    ok i must admit i am very confused here. as i have seen many third party morphs and morphs sets such ast
    http://www.daz3d.com/morphs/creature-creator-hd-for-genesis-2-female-s
    and
    http://www.daz3d.com/morphs/mouse-for-genesis
    to name just two

    i was working under the assumption that i was creating a morph set that came with 2 full body morphs that worked together. the second part having parameter stetting changes like
    http://www.daz3d.com/creature-creator-add-ons-for-genesis-2-female-s
    were the original legs are made invisible and the new legs are "fit to" the genesis 2 model.

    that was what i was working towards but i think you are telling me that that is illegal? or am i misinterpreting both comments?

  • Richard HaseltineRichard Haseltine Posts: 100,941
    edited December 1969

    It's OK if you make the new body parts, but you say above that you are just using the Genesis arms and that isn't OK.

  • AVP_hattonslaydenAVP_hattonslayden Posts: 33
    edited December 1969

    i'm sorry but at the risk of my sounding like an idiot I still don't understand the 'why' it is wrong. as the image shows i basically created two full body morphs that i want to work together. my first attempts with the second set of arms revolved around the http://www.daz3d.com/four-arms-for-genesis which i bought to create models like this. but i would still have to disable the 'fit to' command and re-parent the model to the chest, also the texture would not go all the way down the arm and shots fro her back would not look good. now as a compromise were i to remove the second morph and have it available as a free self contained morph with a short tutorial of how to change it's parameters to work for this and other similar characters, would that be satisfactory?

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  • Richard HaseltineRichard Haseltine Posts: 100,941
    edited December 1969

    Well, you could distribute the morphs, poses to position the second figure, and settings to hide the unneeded bits - but that's a bit Heath Robinsonish for a commercial product, and to make arms that fitted directly you'd need to model and rig them as GeoGrafts. As a freebie that sort of approach would be OK.

  • AVP_hattonslaydenAVP_hattonslayden Posts: 33
    edited December 1969

    ah ok *sigh of relief* so there was a miscommunication as that is what i thought i said i was doing. any way as i said the current 4 arms addon won't work for this model and to use the Geofit to work right i will have to make the rig from scratch. to put my rigging abilities of Daz verses Blender.... i can get a tail, tentacle, rope etc. rigged nicely in about 10 minute if i want to take my time. with daz,....

    i set up all the groups for each section of the tail
    i name the groups for the hierarchy
    i organize the hierarchy and make sure the XYZ is in the right directions
    using the polygroup editor and weight map editor i put the basic weights for each xyz bone and start refining the maps
    3-4 hours later not one bone will deform the mesh correctly (bulge maps and all)
    so either i am doing something wrong or it is really suppose to take that long

    another solution i thought of was to use the advance tranfer utility and re work what it puts down

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