Will we ever be able to fit clothing to geoshells?

Until we can select multiple items to which to fit clothing, a geoshell seems like the perfect choice: a single figure that contains all the geografted items, as well (at least, so it seems from the material zones that show up in one). When anatomical elements of various types are added to a figure, the clothing remains fitted to the base figure only, and the other elements invariably poke through; being able to fit to the geoshell would fix this problem, so why isn't it available?

Comments

  • You can make an item collide with a geoshell. I do it all the time, for pretty much precisely the reason you're stating. You can add collisions to items that don't normally have them as well to help get around this, which I'll also often do because the way I shape and morph characters tend to break a lot of the autofits anyways.

    So while you can't fit an item to a geoshell, you can still use a geoshell to get a more cohesive figure to set collisions and smoothing to.

  • I don't think that makes sense anyway - a geoemtry Shell doesn't have bones, it just matches the shape of the source item, and if ti did that wouldn't help as the clothes would have to have bones to match the Anatomical Eelements (I assuem you mean the male set). As brimstoneomega notes, you can collide with the shell and that is probably what you need if anythign is- though for the most part, unless there are gaps, adding the Anatomical Eelements to a clothed figure seems a waste of resources.

  • UHFUHF Posts: 515

    No.  Fitting Geoshells makes more sense for layering clothes and fitting.  Everyone knows some clothes have more than one layer, and may even have an interior layer.  Smoothing simply causes what ever is on the inside to pop through so you need to find a different way to layer up. Geoshells could enable layering, and can eliminate a lot of smoothing.  The downside of course is that you are shoving clothing away from the body, and its more geometry for Daz to handle.

    I honestly just wish Expand_All was on everything because most of the time I just don't need anything that specific to clean things up.

     

  • UHF said:

    No.  Fitting Geoshells makes more sense for layering clothes and fitting.  Everyone knows some clothes have more than one layer, and may even have an interior layer.  Smoothing simply causes what ever is on the inside to pop through so you need to find a different way to layer up. Geoshells could enable layering, and can eliminate a lot of smoothing.  The downside of course is that you are shoving clothing away from the body, and its more geometry for Daz to handle.

    I honestly just wish Expand_All was on everything because most of the time I just don't need anything that specific to clean things up.

    I think you are confusing the Geoemtry Shell with its Push Modifier. You can aply a Push Modifier to any model, Edit>Object or Figure>Geometry>Add Push Modifier, and having done so you can adjust the offset (along the normal) and if necessary apply a Weight Access Node from the Create menu to weight-map the modifier's effect.

  • marblemarble Posts: 7,500
    edited January 2021

    What is needed are multiple collision objects. A dress collides with underwear and skin (legs, for example). If it is tight and the collision item is the figure, the underwear (especially if it is not absolutely skin tight) will poke through.

    Post edited by marble on
  • UHFUHF Posts: 515

    Richard... Wow.  When did that get added?  Clearly I'm not the only one who didn't get the memo.

     

    Marble, I think that multiple collisions will get confusing.  You'd need an order of collision, and I think when multiple smothers are running now, you can see Daz struggling with readjusting it.  Also, collissions don't always work well, and with multiple layers, inner ones might prodtrude outer ones after smoothing, behave poorly.

  • marblemarble Posts: 7,500

    UHF said:

    Richard... Wow.  When did that get added?  Clearly I'm not the only one who didn't get the memo.

     

    Marble, I think that multiple collisions will get confusing.  You'd need an order of collision, and I think when multiple smothers are running now, you can see Daz struggling with readjusting it.  Also, collissions don't always work well, and with multiple layers, inner ones might prodtrude outer ones after smoothing, behave poorly.

    dForce has collision layers so perhaps the answer is to only use dForce clothing? 

    Collision Layer (see Known Issues)
    Type: Int
    Default Value: 0
    Default Range: [0, 100]
    Notes:
    Describes an ordering of surfaces for the purpose of collision detection, whereby a surface assigned to a layer with a higher value collides with the outside of surfaces assigned to a layer with a lower value, where a surface assigned to a layer with a lower value collides with the inside of surfaces assigned to a layer with a higher value, and where surfaces assigned to a layer with the same value collide with both the inside and outside of surfaces assigned to a layer with the same value
    In cases that involve clothing colliding with a figure, the figure should typically be assigned to the lowest value in the stack (i.e., 0, default) and the value assigned to clothing items should increase as the distance from the body increases

     

  • Ptrope said:

    Until we can select multiple items to which to fit clothing, a geoshell seems like the perfect choice: a single figure that contains all the geografted items, as well (at least, so it seems from the material zones that show up in one). When anatomical elements of various types are added to a figure, the clothing remains fitted to the base figure only, and the other elements invariably poke through; being able to fit to the geoshell would fix this problem, so why isn't it available?

    Create outfit as one cohesive item. Geoshell. Copy mats to shell. Parent outfit to figure. Hide shell.. Delete all but one polygon of original outfit. Unhide geoshell. Save as wearable preset
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