Zipper problem on shorter characters

I noticed this today and wondering if there's anyway of correcting.  It's not a major issue at this point as I'll never be that close in, but...

The wardrobe is https://www.daz3d.com/classic-biker-gear-two-for-genesis-8-females, but I suspect any similar item will have the same issues with some characters.

Zhirong is 162 cm tall; a G8F is 180cm+.

BKC Zippers on Zhirong.jpg
1920 x 1080 - 176K
BKC Zippers on G8F.jpg
1920 x 1080 - 151K

Comments

  • LinwellyLinwelly Posts: 5,977

     as a shot person in RL I have trouble with zippers as well... sorry this is not helping you

  • rrwardrrward Posts: 556

    I think that's more of a morph shaping issue than a height issue. Notice the generat deformity below the breasts. It's just more noticible on something thin and high(ish) detail like a zipper. I'm seeing desitortion throughout the product.

  • margravemargrave Posts: 1,822

    That's pretty common with rigid pieces like zippers and belt rings. You'll just need to export the base mesh and create a morph with minimal distortion.

  • Doc AcmeDoc Acme Posts: 1,153

    Well, not sure if it's worth doing all of that, but something to keep in mind & experiment with perhaps.

    Thanks.

    P.S. Why do my attachments disappear from my original posts?

  • Doc Acme said:

    Well, not sure if it's worth doing all of that, but something to keep in mind & experiment with perhaps.

    Thanks.

    P.S. Why do my attachments disappear from my original posts?

    Forum quirk - they are actually still there for me.

  • Seven193Seven193 Posts: 1,107

    There's a dozen characters listed under Supported Shapes.  Does that mean if you use one of these characters, there will be no zipper distortion?

    https://www.daz3d.com/classic-biker-gear-two-for-genesis-8-females

     

  • margravemargrave Posts: 1,822

    Seven193 said:

    There's a dozen characters listed under Supported Shapes.  Does that mean if you use one of these characters, there will be no zipper distortion?

    https://www.daz3d.com/classic-biker-gear-two-for-genesis-8-females

    There shouldn't be, but it all depends on how much effort the PA put in making those corrective morphs. 

  • MelissaGTMelissaGT Posts: 2,611
    edited December 2021

    With all the different Daz bodies out there, I've learned that oftentimes, it's just easier to stick with the default base shape if you want to put clothes on it. Even if a piece of clothing supposedly has morphs to support a specific character, it may or may not look good. My biggest beef is with metal pieces that get distorted. Sometimes, you can keep your special shape and then dial out that character's/shape's specific control slider from the clothing...I use this a lot with necklaces that 9 out of 10 times will get all wonkadoo with characters other than the base shape. But overall, the more you morph away from the base shape, the worse it gets, especially in the chest area. Even with Daz core characters. I was trying to put some clothes on Jada 8.1 the other day and just standing there in the base A pose, they turned to complete spaghetti on her. Lots of correction needed. And her body isn't even what I would consider extreme. In fact, she has a completely "normal" shape...but when fit to her, clothes instantly go OOF.

    Post edited by MelissaGT on
  • It took a bit of searching for this thread.  Issues around this discussion have been on my mind for years.  I think I have been looking for a way to express and search for a tool that helps with custom characters.  It is clearly a complex challenge since I believe it has not been adressed.  Even with modestly altered characters, relatively simple poses by experienced PAs, exploiting dForce and the like for clothes produced by highly competent creators, there is a limit to what the technology can do.  I am not sure but I want to say the biggest part to this is scale.  As an example, I feel like I have a million poses.  I can select a pose and apply it to two characters interacting in seconds.  If either of the characters is of a size other than default, I can then spend hours adjusting the pose for what I think is a result of a scale difference.  But more to the point of the earlier discussion, artistic freedom comes at a price.  My hypothesis is that if characters (content generally) were created without custom morphs (ie used available 'default' morphs in the infinite number of combinations), and if those characters were identified as such in their promotion, would they not be easier to work with, and their not be a market for that simplicity, even if their was an arguement that there is a reduction in freedom and uniqueness??      

  • Doc AcmeDoc Acme Posts: 1,153

    Richard Haseltine said:

    Doc Acme said:

    Well, not sure if it's worth doing all of that, but something to keep in mind & experiment with perhaps.

    Thanks.

    P.S. Why do my attachments disappear from my original posts?

    Forum quirk - they are actually still there for me.

    ... and they're back this morning...

     

  • margravemargrave Posts: 1,822

    The issue is that Daz Studio's toolset either isn't good enough or is buried under clumsy, unintuitive menus that it's not worth the effort.

    For instance, Blender allows you to define arbitrary vertex groups and use those with a hook modifier to deform a mesh using empties/nulls. So, to create suspenders, you can create three hook modifiers (which is as easy as hitting Shift+H), parent the two ends to the belt, and parent the middle to the shoulder bone. Not only does the Daz equivalent--Rigid Follow nodes--take longer to set up (especially with Daz's imprecise geometry selection tools), but (AFAIK) you can only parent whole objects, not individual sections of a mesh defined by vertex groups. So PAs have to make do with auto-fitted suspenders that follow the base mesh and generally look terrible whenever a figure isn't in a A-pose.

    Hopefully with the upgrade to Qt5 they'll give Studio's toolset the overhaul it badly needs.

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