Question on the future Figures

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Comments

  • CybersoxCybersox Posts: 9,085
    edited December 1969


    *Renderosity is rapidly approaching a parity of Poser vs. DS releases right now, if they're not already there.

    It's really not there yet, especially when you factor in all the vendors who make texture sets and props that aren't tested in DS and whatever the current "stand-alone" flavor of the week is (currently Star.) But overall, I think that the release of the Dolly base really got a lot of vendors to rethink their approach to the Genesis figures. Given how much toon stuff goes on over there and at RDNA, I really expect that biz to move over in mass in a few years.
  • ModernWizardModernWizard Posts: 851
    edited December 1969

    marble said:
    RawArt said:

    There really is no big worry about past investment in clothes and such for previous generations, one thing DAZ has done very well with studio is to make it so that clothing and such transfer over decently from one generation to another. All my genesis clothes fit decently well on G2 figures.....even m4/v4 stuff generally fit too (not quite as good, but with alot less problems than I ever had in poser)

    Rawn

    I'd love to know how you avoid the mesh distortions when converting clothing. I'm not going to start another round of posting images (or searching for the links to older posts) to show how the geometry is messed up (skirt fronts, crumples under the breast and sharp polygons sticking out of the buttocks) but I can assure you that I'm not the only one who has seen these issues.

    The fit, after conversion, looks ok on a T-Pose G2F but the moment I start posing her it screws up. So no, my past investment in clothing is all but useless with G2F and V6. That being said, I have a lot more V4 clothing than Genesis One.

    Half my store exists to facilitate conversions between figure generations, especially the clothing smoothers and tunic templates. ;) But using Transfer Utility with Merge Hierarchies on instead of autofit and adding a smoothing/collision modifier helps a lot all on its own.

    Okay, so what's this mysterious Merge Hierarchies Off setting, and what does it do? Inquiring minds that do a lot of clothing conversions want to know!

    --MW

  • Richard HaseltineRichard Haseltine Posts: 102,841
    edited December 1969

    This isn't the thread for discussing the perceived shortcomings or unfair neglect of applications, nor the audience-reach of different sites.

  • SickleYieldSickleYield Posts: 7,644
    edited December 1969

    I apologize, and will not pursue the subject further.

    @ModernWizard: Merge Hierarchies (on, not off) keeps all existing bones and only "overwrites" those with the same name (usually the core body nodes). It's a good way to keep skirt and sleeve handles on conversion. You can check this in the Weight Maps section if you look at all the options in your Transfer Utility.

  • PendraiaPendraia Posts: 3,598
    edited December 1969

    Toyen said:

    I never needed to transform clothing from V4 to Genesis but if you are saying it doesnt work then what I would do is that I´d export the clothing as obj, adjust it in a modeling program to fit G2F, then import it to DS and rig it and save it as a completely new mesh for G2F.

    But I understand not everyone can do that. And it can be difficult to make it look good sometimes and then you have to create a FBM for every character you want to use the clothing with. That can take some time but I imagine it can be done. I guess I´ll try it one day : )

    It's quite easy with minimal skills to autofit the outfit and then send it to either Hexagon or Zbrush via the icons.

    I've found that for most outfits a bit of smoothing where the skirts distort will fix it and send it back to daz and save the outfit with the new morph at 100%.

    Some things that are made out of separate parts can cause issues and are best avoided though.

    The other thing to watch for is incorrect transfer of the weight mapping...so sometimes it needs adjusting.

    I did have a thread when autofit first come out outlining the process I used with Genesis...don't know if it's still around though.

  • SauronLivezSauronLivez Posts: 150
    edited December 1969

    Before we even begin discussing Genesis 3, I want my Victoria 6.1 AND Victoria 6.2, please! How come only Vicky 4 got the cool, cyborg, computer code, sci-fi, version software dot releases, but no one else? Vicky 5 didn't get such consideration!! I request -- no I DEMAND my cyborg dot release before Genesis 3 is released!!!! And if not, if there is a Victoria 7, I request that she be renamed Victoria 7 of 9!

  • Serene NightSerene Night Posts: 17,680
    edited December 1969

    I think we've seen a long string of gen 2 females. And the last few releases have had a bottom of the barrel quality. Not that they are bad but definitely second stringers.

    I do hope if gen 3 is released they don't make us wait forever for the male version and release both bases at once.

    I do think gen 2 males have some figure flaws. I hope this will be addressed with generation 7? What will they be called gen 7?

  • j cadej cade Posts: 2,310
    edited December 1969

    The other thing to do to improve bending is to go in and smooth out the weight maps (particularly for things with skirts or non skintight sleeves). If that sounds complex its really not. Basically after I transfer the rigging I select the weight mapping tool, go to the tool tab set the brush to smooth select a bone, select a map and click and drag around a bit.

    For morphs I also often create rigidity maps (If I do it well I can make it look like I made a custom morph for everything), but that's a bit more of an involved process.

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