Yet another G2F problem

marblemarble Posts: 7,500
edited October 2014 in The Commons

Yet more problems getting clothes to fit my new G2F people.

V4 clothing usually had morphs that conform to her body morphs but it seems that this is not possible with G2F. I tried with V4 conversions and wasted 2 days trying to get them to fit (they do fit nicely using V4 for G2F from MallenLane but only in zero pose - the moment G2F is posed, there is poke through all over the place).

Now I'm having the same problem with the clothes I've bought which are designed for G2F. Any movement away from zero pose and the poke though appears. Increasing smoothing doesn't help and there are no body conforming morphs to help adjust the clothing away from whats underneath. It does seem as though it is a problem with collision and underwear but if I set it to collide with the underwear, then poke through happens where the dress collides with the body.

Here's an example (Flirt Dress for G2F):

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Post edited by marble on
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Comments

  • Richard HaseltineRichard Haseltine Posts: 102,745
    edited December 1969

    Are there no posing morphs for the skirt?

    One workaround is to create a Geometry Shell for the figure, such as G2F, and set the clothes to collide with that - the shell has an offset (in cm) that you can adjust to deal with pokethrough.

  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 1969

    marble said:
    Yet more problems getting clothes to fit my new G2F people.

    V4 clothing usually had morphs that conform to her body morphs but it seems that this is not possible with G2F. I tried with V4 conversions and wasted 2 days trying to get them to fit (they do fit nicely using V4 for G2F from MallenLane but only in zero pose - the moment G2F is posed, there is poke through all over the place).

    Now I'm having the same problem with the clothes I've bought which are designed for G2F. Any movement away from zero pose and the poke though appears. Increasing smoothing doesn't help and there are no body conforming morphs to help adjust the clothing away from whats underneath. It does seem as though it is a problem with collision and underwear but if I set it to collide with the underwear, then poke through happens where the dress collides with the body.

    Here's an example (Flirt Dress for G2F):

    If that is http://www.daz3d.com/playful-flirt-dress-for-genesis-2-female-s there are all sorts of adjustments built into the dress.

    As for using Autofit with V4 clothing and losing Adjustment morphs? The only adjustments I lose are those that are rigging, not morphs. For example Xenic101's expansion for The New Adventure Continues.

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  • SimonJMSimonJM Posts: 5,997
    edited December 1969

    That's the Playful Flirt Dress?
    There are some adjustment and style morphs which may assist in that area, failing that you could add a push modifier and set the distance ot something small, and adjust until it looks ok.

  • marblemarble Posts: 7,500
    edited December 1969

    Yes, it is the Playful Flirt Dress and no, I can't find all those adjustments you talk about. If you have adjustments other than those I show in this screenshot (which do not help my problem at all), then I'd appreciate if you could point me to where I can find them.

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  • marblemarble Posts: 7,500
    edited October 2014

    Other than that, I did try a push modifier and also a Geometry Shell. Neither helped. I have very little experience with Geo-shells so I might not have created it correctly but, put simply, I created one with settings shown below and then played with the mesh offset. I parented the geo-shell to G2F and set the dress to collide with the shell. Adjusting the offset made no difference. By the way, I set the shell to invisible so that I didn't have a semi-transparent shell visible.

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    Post edited by marble on
  • marblemarble Posts: 7,500
    edited December 1969

    As for using Autofit with V4 clothing and losing Adjustment morphs? The only adjustments I lose are those that are rigging, not morphs. For example Xenic101's expansion for The New Adventure Continues.

    I described what I mean here: http://www.daz3d.com/forums/discussion/47558/

    I thought I had a solutions but things got worse after that. As I moved limbs, etc., the mesh started exploding and huge spikes appeared projecting out of the clothing. So I abandoned that idea too.

  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 1969

    marble said:

    As for using Autofit with V4 clothing and losing Adjustment morphs? The only adjustments I lose are those that are rigging, not morphs. For example Xenic101's expansion for The New Adventure Continues.

    I described what I mean here: http://www.daz3d.com/forums/discussion/47558/

    I thought I had a solutions but things got worse after that. As I moved limbs, etc., the mesh started exploding and huge spikes appeared projecting out of the clothing. So I abandoned that idea too.I have never seen what you describe. As I said, if those adjustments are rig based, ie. extra bones, then they will not show up as those bones no longer exist. Otherwise, they show up just fine.

  • marblemarble Posts: 7,500
    edited December 1969

    I have never seen what you describe. As I said, if those adjustments are rig based, ie. extra bones, then they will not show up as those bones no longer exist. Otherwise, they show up just fine.

    No, they are not bones, they correspond to V4 body morphs such as Glute Size or Waist Width. Oddly, the A4 and S4 adjustments came across fine (but there were not many of them) but the V4 adjustments disappeared in the conversion process.

  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 1969

    marble said:
    I have never seen what you describe. As I said, if those adjustments are rig based, ie. extra bones, then they will not show up as those bones no longer exist. Otherwise, they show up just fine.

    No, they are not bones, they correspond to V4 body morphs such as Glute Size or Waist Width. Oddly, the A4 and S4 adjustments came across fine (but there were not many of them) but the V4 adjustments disappeared in the conversion process.I just showed you an example where they work just fine. You are going to need to get more specific, it certainly is not a general issue.

  • scorpioscorpio Posts: 8,480
    edited December 1969

    marble said:

    As for using Autofit with V4 clothing and losing Adjustment morphs? The only adjustments I lose are those that are rigging, not morphs. For example Xenic101's expansion for The New Adventure Continues.

    I described what I mean here: http://www.daz3d.com/forums/discussion/47558/

    I thought I had a solutions but things got worse after that. As I moved limbs, etc., the mesh started exploding and huge spikes appeared projecting out of the clothing. So I abandoned that idea too.

    That can happen with Autofitted clothing try changing the Smoothing Type to Generic it often seems to solve the problem.

  • marblemarble Posts: 7,500
    edited December 1969

    marble said:
    I have never seen what you describe. As I said, if those adjustments are rig based, ie. extra bones, then they will not show up as those bones no longer exist. Otherwise, they show up just fine.

    No, they are not bones, they correspond to V4 body morphs such as Glute Size or Waist Width. Oddly, the A4 and S4 adjustments came across fine (but there were not many of them) but the V4 adjustments disappeared in the conversion process.

    I just showed you an example where they work just fine. You are going to need to get more specific, it certainly is not a general issue.

    What specific information can I give you that I haven't already? It must be something to do with the design of the garment because it clearly found the adjustment parameters in your example but not in mine. The garment in question is one from Rendo vendor 3D-Age :

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  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 1969

    marble said:
    marble said:
    I have never seen what you describe. As I said, if those adjustments are rig based, ie. extra bones, then they will not show up as those bones no longer exist. Otherwise, they show up just fine.

    No, they are not bones, they correspond to V4 body morphs such as Glute Size or Waist Width. Oddly, the A4 and S4 adjustments came across fine (but there were not many of them) but the V4 adjustments disappeared in the conversion process.

    I just showed you an example where they work just fine. You are going to need to get more specific, it certainly is not a general issue.

    What specific information can I give you that I haven't already? It must be something to do with the design of the garment because it clearly found the adjustment parameters in your example but not in mine. The garment in question is one from Rendo vendor 3D-Age : The name of the product for one.

    The obvious answer is bad content is bad, but I am not ready to state that categorically in this case. Note that collision and smoothing relies on the geometry following good practices.

  • marblemarble Posts: 7,500
    edited October 2014

    The name of the product for one.

    The obvious answer is bad content is bad, but I am not ready to state that categorically in this case. Note that collision and smoothing relies on the geometry following good practices.

    But the name of the product is in the screenshot just before your post and I told you where it is from and who the vendor is. Are you winding me up here?

    Anyhow, this is not getting me closer to an answer about the present problem which is for clothing bought here in the DAZ store (quite expensive too). I have found another thread asking a similar question but that too seemed to end without resolution.

    http://www.daz3d.com/forums/discussion/27581/

    But that was for Genesis not G2F. The comment at the end was "Actually Autofit should work." Well, yes, it should.

    Post edited by marble on
  • JGreenleesJGreenlees Posts: 2,249
    edited December 1969

    I took a brief look and this dress has body handles as well as morphs for movement and adjustment. you may need to play with the bodyhandels a bit as well as the morphs to get the proper look you are wanting.

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  • Scott LivingstonScott Livingston Posts: 4,344
    edited October 2014

    Seems like you are having a few different issues which are getting conflated...

    G2F clothing should fit G2F characters, and if there is pokethrough, there should be ways, either built into the clothing (like adjustment morphs) or otherwise (like smoothing and collision modifiers) which will eliminate it.* If you are experiencing pokethrough on G2F clothing and are having trouble getting rid of it, I'd recommend targeting that problem first and once you get that resolved you can explore other issues such as AutoFit. Any conversion of items from one generation to another, whether it's AutoFit or something else (the Transfer Utility might be worth a look, for example) isn't going to be 100% perfect...that's why there are tools on the market that are designed to help, but even with these tools there may be situations where a completely perfect fit isn't possible.

    *Possible exceptions include extreme morphs or extreme poses that the clothing wasn't designed for. (edited to add: or, as DAZ_Spooky said, if the clothing just wasn't made well)

    At minimum I'd recommend separating your questions on using V4 clothing and using G2F clothing, as they are really two different scenarios that will require different steps to solve.

    Post edited by Scott Livingston on
  • marblemarble Posts: 7,500
    edited October 2014

    Seems like you are having a few different issues which are getting conflated...

    G2F clothing should fit G2F characters, and if there is pokethrough, there should be ways, either built into the clothing (like adjustment morphs) or otherwise (like smoothing and collision modifiers) which will eliminate it.* If you are experiencing pokethrough on G2F clothing and are having trouble getting rid of it, I'd recommend targeting that problem first and once you get that resolved you can explore other issues such as AutoFit. Any conversion of items from one generation to another, whether it's AutoFit or something else (the Transfer Utility might be worth a look, for example) isn't going to be 100% perfect...that's why there are tools on the market that are designed to help, but even with these tools there may be situations where a completely perfect fit isn't possible.

    *Possible exceptions include extreme morphs or extreme poses that the clothing wasn't designed for.

    At minimum I'd recommend separating your questions on using V4 clothing and using G2F clothing, as they are really two different scenarios that will require different steps to solve.

    Yes, I agree. I did try to bring it back to my present G2F clothing issue a few posts back when I said:

    Anyhow, this is not getting me closer to an answer about the present problem which is for clothing bought here in the DAZ store (quite expensive too). I have found another thread asking a similar question but that too seemed to end without resolution.

    As I see it, this is something that can't be solved by movement handles because they don't move the upper glute area affected by the poke through. It is a collision issue and the simple solution would be for DAZ to introduce multiple collision targets (IMHO). Until then, I'd like to know if my effort at creating a geometry shell should have worked and did I use the correct settings for it (see my earlier post).

    Thank you for a thoughtful response.

    Post edited by marble on
  • Scott LivingstonScott Livingston Posts: 4,344
    edited December 1969

    If you get rid of the underwear, does it work as expected? I'm not presenting this as a solution (although it could be) but just as troubleshooting...if this is strictly a layering problem it might call for different strategies than if it's something else. Feel free to post a render or screenshot...unless this result in an image that's not compliant with the Terms of Service, of course!

    Unfortunately I don't have the dress in question but when I get a chance I'll load up something similar to see if I can duplicate the issue...

    Regarding your question on geometry shells, yes, it's something that can work, at least sometimes.

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited October 2014

    Agreed Scott-Livingston and marble.

    Generation 4 anything with Generation 6 anything. It is so problematic at best, and item specific, I have given up on that almost entirely. Yes there is some resentment there as Generation 6 is still new, and lacks allot of cool stuff that Generation 4 had (V4 Elite Natasha, redviper2012 Traditional sailor uniform for A4 (Much More movement controls then newer versions), etc).

    Genoration 6 on Genoration 6, it should work out of the box with the poses shown. When it dose not, I first look to see if the figure somehow got dee-slested for something else in the scene when I loaded the clothing item. Out of the box, G2F cloths should at least follow the limb joint rotations, and rough body shape of the figure... I have run across skirts not moving with the legs before, and it is almost always a case of the last clothing item loaded got the fit-to instead of the figure. Fixing it can be tricky when the limbs don't follow the figure, remove and reload the item with the figure selected. I've tried just changing the "Fit to" box in the past, with joints still not being flowed.

    I am not implying these are your issues, just a possibility.

    (EDIT)
    The Kiriko Outfit skirt, is the exception so far (That I am aware of). The body of the skirt has barley enough controls to make motion believable (rotations, NO transits). The lower edge of the skirt still lacks everything I need, and I have resorted to D-Form hell to fix that. Still with the skirt loaded onto the target figure, and collision turned on, it works fine for static poses. Some times I find a collision number under ten, and need to bump that up on some outfits.
    (EDIT 2, it was “Smoothing Iterations”, my bad.)

    Post edited by ZarconDeeGrissom on
  • marblemarble Posts: 7,500
    edited December 1969

    ... and I have resorted to D-Form hell to fix that. Still with the skirt loaded onto the target figure, and collision turned on, it works fine for static poses. Some times I find a collision number under ten, and need to bump that up on some outfits.

    I'm also thinking D-Form or ZBrush might be my only solution. I've never changed the collision setting before today (never seen it make a difference). I often play with the smoothing setting though but that tends to slow things down a lot, especially at settings over 10.

  • marblemarble Posts: 7,500
    edited December 1969

    If you get rid of the underwear, does it work as expected? I'm not presenting this as a solution (although it could be) but just as troubleshooting...if this is strictly a layering problem it might call for different strategies than if it's something else. Feel free to post a render or screenshot...unless this result in an image that's not compliant with the Terms of Service, of course!

    Unfortunately I don't have the dress in question but when I get a chance I'll load up something similar to see if I can duplicate the issue...

    Regarding your question on geometry shells, yes, it's something that can work, at least sometimes.

    Yes, I did try without the underwear and yes, it works as it should, so it is a collision issue with under-garments. Making the underwear invisible is a workaround in some instances but obviously not in others. It is the top half and waistband of the pantie that pokes through.

    My point about the geometry shell was to ask whether, according to my screenshot (see page 1), the settings are correct to create a the shell? If so, did I follow the right procedure in parenting the shell to G2F, adjusting the offset and making the shell the collision target?

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited October 2014

    I'm in the middle of a rend, or I'd look real quick. I might have them two confused, there in the same category in the properties tab. I've noticed no improvements over 20, and 12 seams to be the max that helps poke threw for nipples. For legs on skirts, anything higher then 2, if it is not already up there. (EDIT 2, it was "Smoothing Iterations")
    http://www.daz3d.com/forums/viewreply/675258/

    As Scott mentioned, there are some figures that specific outfits don't have morhs for (PA didn't have time, or they were released after the item, etc). Still, the skirt should at least follow the leg forward, when you move the leg forward.

    "O" sometimes, it may take resizing the scale of the item from100% to say 102%, in the shaping tab. It will be in hidden properties probably, depending on the item. That works for minor things like thigh or calf muscles. (EDIT, that also works for underwear poking threw a skirt near the waist). It might be called size or something like that)

    Post edited by ZarconDeeGrissom on
  • Scott LivingstonScott Livingston Posts: 4,344
    edited December 1969

    Layering can be tricky. You may be able to hide certain nodes or material zones of the item that's poking through. Or else "shrink" the underwear somehow (maybe with morphs, or by turning off displacement. Often something like the geometry shell trick should work...a similar method is to fit a bodysuit to the figure, ideally one with many morphs, and fit the dress to the bodysuit. Expand the bodysuit as needed using morphs and/or push modifier, and then make it invisible.

  • marblemarble Posts: 7,500
    edited December 1969

    Layering can be tricky. You may be able to hide certain nodes or material zones of the item that's poking through. Or else "shrink" the underwear somehow (maybe with morphs, or by turning off displacement. Often something like the geometry shell trick should work...a similar method is to fit a bodysuit to the figure, ideally one with many morphs, and fit the dress to the bodysuit. Expand the bodysuit as needed using morphs and/or push modifier, and then make it invisible.

    I would have imagined the geometry shell is equivalent to a body suit. Thinking about it, I didn't fit the dress to the shell, I just specified the shell to be the collision target. I'll have another look at that when I get back to my DAZ Studio computer.

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited October 2014

    With underwear poking threw the waist, I use the morph. Render done, now to load this up and look to see exactly what the slider was... I don't use suits, shells etc... yet. I load the cloths, and adjust the sizes for what goes over what, and done.
    (EDIT)
    Added screen-cap of Kiriko skirt adjuster used for going over Wachiwi's underwear.

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    Post edited by ZarconDeeGrissom on
  • FistyFisty Posts: 3,416
    edited October 2014

    Main reason I include hip and waist scaling morphs and butt and belly out morphs.. even if I don't think they'll be needed, someone will find a situation where they are. I'm ridiculously fast at making morphs with d-formers, no reason to make my customers fight with them.

    Post edited by Fisty on
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited October 2014

    Another reason I'm incredibly thankful for your works, Fisty.

    Here is the flirty summer skirt over NA Panties, stock load. The red is the underwear. I always use underwear with skirts, just so I don't need to worry about where reflections are going. Time to look at the "Actors".
    (EDIT)
    And here are the fixed adjustments, for this random figure. The FBMThicken size dose allot, then the other three seam to fine tune specific areas. The numbers will be different for different figures and undergarments.

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    Post edited by ZarconDeeGrissom on
  • Richard HaseltineRichard Haseltine Posts: 102,745
    edited December 1969

    One issue may be too much smoothing - smoothing tends to pul the clothing back to the original shape, so you lose the effect of any morphs applied (either built in to the outfit or generated by DS when an unsupported morph is applied to G2F). What is the setting for Smoothing Iterations? If it's much over 5, try turning it down (or even turn smoothing off and see how that affects the poke-through).

  • marblemarble Posts: 7,500
    edited December 1969

    One issue may be too much smoothing - smoothing tends to pul the clothing back to the original shape, so you lose the effect of any morphs applied (either built in to the outfit or generated by DS when an unsupported morph is applied to G2F). What is the setting for Smoothing Iterations? If it's much over 5, try turning it down (or even turn smoothing off and see how that affects the poke-through).

    Yes indeed, I have discovered that in the past. I rarely go above 6 even on V4. Usually I leave it at 2 or 3 and use D-Formers to fix the rest. It makes the process long winded though, to keep pushing and pulling vertices before a scene can be rendered. I had hoped that G2F and her clothes would be beyond that, however. I'm guessing multiple collision targets are a long way off, right?

  • marblemarble Posts: 7,500
    edited December 1969

    marble said:

    I would have imagined the geometry shell is equivalent to a body suit. Thinking about it, I didn't fit the dress to the shell, I just specified the shell to be the collision target. I'll have another look at that when I get back to my DAZ Studio computer.

    Just tried that and it turns out that there is no option to fit to the geometry shell. I don't have a body suit to try.

  • Richard HaseltineRichard Haseltine Posts: 102,745
    edited December 1969

    I don't know if multiple collision targets are coming soon, late or even not at all - they are certainly something a lot of people have asked for, including me, but that doesn't necessarily mean they will be practical (or even possible) to implement. I certainly haven't seen any hints of them in any DAZ posts or the publicly-available change log for the private betas.

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