Geometric Protrusion in Groin of Jeans?
I'm not sure how else to describe this weird glitch, but a jagged protrusion is created for some reason. I've tried a few different kinds of Jeans on these figures and they all create this weird protrustion. Any thoughts on what causes this? I've tried to adjust the jeans...enlarging or shrinking them...but doesn't stop this glitch in the geometry.
Comments
On which figure?
Some have joint control morphs for the figure which can wreck havoc with their clothing in that area.
If you hide an anatomical element it creates a void that causes a problem similar to what you are describing. You have to unfit (and then hide) or delete.
This is for a Toon Generations 3 G3 version figure. Just using the straight figure and haven't made any anatomical adjustments.
Ah ha! The toon figures are a class to themselves ;-) Like extreme morphs for the huge characters, clothing not designed to accomodate them may require additional morphs and/or joint control morphs.
You could try making a morph, it may or not work as intended.
The Toon family does have clothing, hair, etc. designed for them. For example: https://www.daz3d.com/toon-generations-2-male-clothing-for-genesis-3-male-s
Retexturing their pants with denim might be easier.
Thanks. Hadn't thought about re-texturing. How doe you make a morph? Other than adjusting the various sliders provided with a garment?
I have a little tutorial here which covers making a morph ... difference would be that you would want to morph the figure in Hexagon, not D/S, and to be careful to select 'only' the new morph when saving it. It would be auto-saved to your folders and there's no way anybody wants a billion extra morphs in their folder lol ;-)
Also if the figure morph is drastic enough, you would want to go into the bone tool and right-click on one to Adjust rigging to shape. Then on the Parameter Tab, right-click on any dial and select 'edit' mode. Then select the new dial, I think it was the wheel cog, and click on ERC Freeze. Select everything. Then zero out the morph and save it. Then when your new morph is finished, the rigging will be adjusted as it's dialed in, and return to normal when the new morph is dialed out.
Oh yes, for using the Genesis # figures in Hexagon, best to scrap the fancy shaders before porting it over the bridge. Hexagon was made in pre-Iray days. And remember to save, incre-save, the project often esp. if it is a time consuming one. It's easier and a happier moment deleting a bunch of unneeded project files than it is to lose a day's work when the program crashes or freezes, which it will when the memory is tapped out. Sometimes if it starts to show signs of going to act up. Just close the program, open the program and load the project to continue working on it. That clears the memory. If D/S is closed when you are ready to make the morph, let Hexagon open the D/S program. Whatever it sends over just delete it from the scene. Load a fresh figure in D/S, base resolution and NO eyelashes. Back in Hexagon, click the Accept button [validates/closes the previous action] and once again select the morphed figure and send it over the bridge to D/S, make the morph.