Sci-Fi Assault Armor + Wise Wizard hooded cloak

Dear,

I just make a test with this 2 references (see the attached images), but it doesn't works:

https://www.daz3d.com/sci-fi-assault-armor-for-genesis-8-males

https://www.daz3d.com/dforce-wise-wizard-hd-clothes-for-genesis-8-males

Is possible to adapt the hooded cloak of Wise Wizard to Assault Armor ?

Thanks, Xavi

Sci-Fi-1.jpg
361 x 565 - 124K
Sci-Fi-2.jpg
337 x 582 - 126K

Comments

  • felisfelis Posts: 4,633

    The cloak is dForce, but will interfere with the armor.

    My suggestion is to use simulation using timeline and start at default pose.

    There I would add a push modifier to the cloak, making sure that the cloak does not interfere with the armor. Starting with a general push and maybe finetune it with a weightmap.

  • Ok, thanks, I will learn how to use timeline in order to try your suggestion

  • felisfelis Posts: 4,633

    Ok, thanks, I will learn how to use timeline in order to try your suggestion

    Using timeline is easy, and give in my opinion the best options for dForce.

    In the simelation tab, set 'Frames to simulate' to 'Animated (Use timelineplayrange).

    And set the timeline to maybe frame 15, and then apply your pose to the character. If your pose during the animation intersects, i.e. an arm goes through the body you can do some midsteps to correct that. If objects intersects during animation it will likely cause dForce to fail or give weird results. 

  • Dear,

    timeline is the best and the unique option ?

    hooded cloak has a lot if elements:

    Arm, chest, neck, shoulder, left, right and so on

    Maybe can be used to change the position ?

  • felisfelis Posts: 4,633

    You don't have to use timeline for animation. You can use 'current frame'. I just find there is better options in using timeline.

    But no matter which, you still need to make sure that the cloak don't interfere with the armor before starting the simulation. And for that I suggested that you use a Push Modifier.

    Try in the scene tab to select the cloak, then go to the scene menu (the 3 lines in upper left corner), Edit > Geometry > Add Push Modifier. Then you can adjust the push in the parameter tab, under offset.

    The reason the cloak has all those bones, is it is rigged similar as the character, so when you move the character the clothing will follow, i.e. if you move your character head, the cloak head will follow.

  • I have the same interference problem with cyborg generation 8 and wise wizard hooded cloak

    Do you recommend the same solution ?

    Thanks, Xavi

  • felisfelis Posts: 4,633

    The solution suggested is for general purposes.

    A completely different solution, is to export the cloak to a modelling program, like blender, adjust the cloak in there, and reimport the adjustment as a morph. But that workflow includes a number of other elements which might be challenging if you have never tried it. Sickleyield has a tutorial for that:

    https://www.youtube.com/watch?v=npue0bHmjkk

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