Possible to attenuate effect of character FBM on specific regions using weight map?
When using a character body morph that was sculpted by the vendor, conforming clothes can get distorted in the breast area by that transferred FBM (unlike standard FBM's or partial morphs like Victoria 8 or breast size, for which vendors usually include an appopriate morph shape in the clothing). Sometimes zeroing out the character's FBM on the clothing itself and using morphs built into the product can fix the breast problem, but then the clothes may not fit well in the shoulders, hips, etc. because the overall body shape is returning to the generic G8F shape. Is there a way to remove or attenuate the effect of a morph that has been transferred to conforming clothes on particular regions of the clothes?
In other words, is there a way to edit or apply a weight map that would allow me to reduce the effect on the breasts (or any region) of an FBM? Ignoring the fact that this a morph transferred to the clothing, is it possible to attenuate the effect of a morph on any figure by editing or applying a weight map or something similar?
I've seen a tutorial for removing vertices from a morph using the geometry editor, and I tried that but it creates an abrupt transition between the vertices that were removed and those that remain.
Comments
A Rigidity Group, created from a vertex slection with the Geometry Editor tool, will stop any morph from projecting into the group - butt hat is hard edges, it can't be softened as a weight map can. You could export the badly morphed clothing as OBJ (base resolution, everything else - including any rigid follow nodes - hidden) and then import as a custom morph using Morph loader Pro, using the weight map from a dForm to attenuate it.
Thank you, Richard. After I posted I did see the Morph Loader Pro/d-former weight map technique in a tutorial, I'll give it a try but I was hoping there was something less roundabout. Everywhere I saw this done it was worth the effort because it was ultimately something that could be useful more than once like splitting off the head from the body. But in my case I'd have to go through the steps for every new combination of character and clothing, since I'd be working with the version of the FBM that transferred to the clothing rather than in the figure.
Although I'm thinking it might be worth trying to use this technique to create versions of my most-used character FBM's that don't morph the figure's breasts so that I can dial that in and transfer it to any piece of clothing I use on that character going forward, that might make it more likely to be worthwhile.
Anyway, thank you very much for your help.
one tip
its far more easier to understand your problem is you post a picture of it.
as i understand you have big ass boobs on an character and d force clothes looks like vacuum over the breast area?
Use timeline animation on dforce if you want this effect:
i agree
timeline is the only method that works.
if you want even softer looking clothes around the breast area add an smoothing modifier to the clothes if it doesnt have one.
set "fit to mode" to "auto follow transforms"
"smoothing type" "Base shape matching"
Smoothing iterations of 38 should be enough
Collision iterations 3
also check the dynamic strenght for the clothes in the surface tab.
i usually set everythnig to 1
and last
G8F and G3F bodys are quite harsh looking
for more natural and softer looking bodys add an smoothing modfier to the figure.
smoothing iterations of 2 is enough
you can raise smoothing iterations further up to 20 but the problem is the face will turn back to the default model.
for 20 or more iterations you need to adjust lock distance and other stuff to keep the face from transforming
change preferences to show "hidden settings"
G8F in the first picture with smoothing iterations set to 29
timeline was not used for the breasts in that picture as i didnt know about it back then (1 year ago)
as you can see the top has that vacuum sucked in look to it.
but with smoothing iterations of 29 this model can bend in every position without the legs looking wierd.
Second picture with G3F and timeline of 30fps was used for the d force dress.
smoothing iterations of 30 for the dress.
smoothing iterations of 10 for the model
tips from the pros ;)
Enjoy
This has nothing to do with cleavage bridging, or dForce. I've generally figured out how to deal with those issues. This is related to conforming clothes getting distorted by character body morphs under the breasts. It isn't related to breast size, it happens even with average sizes as well. I can't get to my computer at the moment but I can post screenshots later if it's helpful.
THANKS!, great tips and really you're a Pro, taking notes.
The first image is default G8F with a dress. Notice how each side of the top looks like one natural piece of cloth that is being pushed out by the curve of the breast, because the vendor created it to look this way on the default G8F.
The second image has the Victoria 8 shape applied to the character. The vendor included a morph in the dress to account for Victoria 8. So if you apply V8 to the figure, the clothing will use the vendor's hand-crafted morph, and it still looks natural. It even works with a large breast morph like breasts heavy, (third image), because the vendor included a hand-crafted morph in the dress for it.
But if you apply a character FBM that the vendor didn't account for, basically anything that isn't an iconic Daz character like V8 or Olympia 8, the dress tries it's best to follow the FBM morph. This creates problems with the shape of the dress, as seen in the fourth image (with Aurure for G8F applied to the body as an example). Sure, this can be fixed with a lot of smoothing and some adjustments using Fit Control, but it is very difficult to get the same quality of result as you do with the hand-crafted morphs. What I usually do in this situation is zero out the character FBM in the dress, and then use the dress's adjustment morphs (I did quickly in image five, but didn't take a lot of time with it). But this can cause other problems as seen in that same fifth image. The dress doesn't fit right anywhere else now, like the collars, the waist, the hips, etc. because I've had to zero out all of the effects of Aurure on the dress, not just the breast area. All of the non-breast areas fit much better in the fourth image when it was following the Aurure body morph.
So what I was hoping for was that there was some way to edit the FBM that was transferred to the clothing. In this case, for example, I would be hoping to be edit the FBM Aurore that was transferred to the dress to eliminate or reduce the effect it has on the breast area, so that the natural form of the original version of the dress is recovered. And then I can use adjustments and Fit Control to make it fit over Aurore's breasts without too much distortion. But it sounds like the only way to do this is to create a new version of the FBM and reload it using Morph Loader Pro with a d-former weight map used to attenuate the effect where I want it attenuated.
dForce isn't a cure all for this, either, even for dForce dresses, because the mesh is still distorted by the character morph. It will flow better if it's pulled down by gravity, but it will still have creases and the width will be inconsistent, plus the extra material added to the top by clinging under the breasts will lead to the waist falling lower than it should in the dForce simulation.
Yes I agreed dforce is far to be perfect but if you urge to fix that is time to use Marvelous Designer and problem solved!
morphs over morphs only will cause issues over issues and are the contradiction of fix realistic approaches or goals when there are, in a simple word: "fakes" for geometry.
I get what you're saying, but Marvelous Designer is way too pricey for me as a hobbyist.
Yes I think there is. Generated morphs can be replaced with new morphs named exactly the same. I'm covering this topic for pJCMs in my next tutorial which is atm in the editing basket.
In a nutshell: It should be possible by taking the morphed figure and clothing into the modeler {I use Hexagon, if using Hexagon I recommend using a basic 3D shader on G3/8} - morph the clothing to look better. In D/S select the clothing piece and ZERO the FBM Aurore in the clothing, rename/relabel that morph too [but do not save it], then bring in the fixed clothing and make the morph naming exactly as the generated one was, possibly "FBM Aurore" - it should jump up to 100% as D/S recognizes it. Then select the figure and reset the figure to default everything, clothing will look terrible - check over at the morphs and the old one needs to be put back to 0%. Then it should look fine. New morph should be at zero.
Select the clothing and save ONLY THE ONE new morph you just made.
To check everything: delete the clothing from the scene - actually closing D/S and reopening it to be sure all memory is cleared is better - then load in the same G Aurore figure, load the clothing - it should be looking as you had it morphed. If you load a vanilla G figure and dial in Aurore with the clothing on, as Aurore is dialed in so too should the new morph be automatically dialing in.
The morph is in the clothing. Technically your new morph should load whether you use G3F or G8F - so that may affect how much morphing you want to do with it.
Thanks for your detailed suggestion. Unfortunately I don't know how to do any 3D modeling at all, I know these issues could probably be solved relatively easily if I had those skills. I guess maybe it's time to get serious about learning at least how to do some basic stuff in Hexagon or Blender.