rigied "outfits" or outfits with "attachments"
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ok, i've decided make this after notice a really big ammount of outfits using this "daz tool", which while inside daz it's amazing, "outside is totally pointless, for what i get it is a way to "attach details like buttoms to a "place on the outfit without it get "streched" like normally could happen using the regular way, here the "inside daz
here it "outside daz
as you can see it don't work.
my questions is inside daz have "anyway to "combine" the rigied stuffs direct to the outfit??? to make then really part of the outfit???, you have any option inside daz to combine those stuffs direct to the outfit or the only way is using a "3d model editor?? to edit it externally?
inside daz have any way to 'rework it????, i means that because i would prefer avoid using a 'third part program and focus only in fixing stuffs "inside daz or unreal" rater than have to go a third program, not saying which they are bad, however i want to means which is much more easy to keep focus only on the programs you want to use than having to "use extra programs", for exemple in unreal a way to "try to fix it would be making "sockets around the "area i want then to be fixed but it would have some "issues with the buttoms moving in a weird way in the outfit, then would be good if could be possible to fix it direct in daz before exporting.
Comments
ah yes happens in iClone too if I over look any and don't fix them
UE4 it's actually possible to fix, albeit a pain, iClone I need to start over from DAZ
I select all objects and unparent them from the clothing attachments then parent each to the nearest body part on the figure
in Unreal I edit the animations moving the bits selected on the skeleton to the right places at the beginning of the timeline and creating a keyframe
in iClone 3DXCHANGE I am basically stuffed, cannot fix it need to start over
A quick question - if it was a fitted figure instead of a prop would that work better? If so its then easy to actually take each button, use the transfer utility to fit it to the parent clothing item instead. That will give you a button figure fitted to the clothing. Would that make it easier in Unreal?
wow that is why i love peoples here, perfect call, it really worked the "only possible issue" would be which the "stuffs" now will "deform" but unless the character is a "huge deformed character it honestly speaking is not a big deal compared to the other option.
here a image
one of then got really, really deformed but well, for animation and game unless you gona do a super closeup and aiming for max realism it not a big deal
it gonna be a little pain in some outfits cases which have like 10+ attachments to have to work on each one lol.
Maybe try exporting all of them together as obj then rigging the resulting obj?
Glad that worked :)
You will get the best results by using the transfer utility, select the clothing item as the source and the button as the target, make sure morph targets is ticked and select shaping and pose as well as in the image. That will give the you the best results and least distortion for morphs that's already in the outfit.
interesting i will test it later, now it's already almost morning here and as a "good internet vampire" i need to rest now you know "sun" is bad for us :D, thanks.