Outfit vs Object

ScavengerScavenger Posts: 2,674
edited December 1969 in The Commons

Is there an advantage/difference turning an outfit piece (say a helmet) into an Object? OR, more to the point..what is the difference?

Comments

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,603
    edited December 1969

    well only you can answer that for yourself :lol:
    I certainly do both, use Transfer utility to make accessories into conforming figures and vise versa depending on my needs

  • ScavengerScavenger Posts: 2,674
    edited December 1969

    Wendy, I'lm looking for the technical differnce, sO I can't answer it.

    "depending on my needs"...so what needs go to what format?

  • edited May 2015

    If you need the object to conform to your figure's morphs and poses without you making manual adjustments for each pose - you want a conformer/outfit.
    If you only need the object to be "parented" to a figure (such as a wristwatch for instance) and not pick up your figure's morphs - then an object (or prop) format is sufficient.

    Taking a conforming item and converting to a prop/object can be beneficial in some circumstances, as can converting a prop/object to a conformer/outfit. It really does depend on what you're doing in your scene, and what your needs are. Does the item have ot pick up your figure's morphs? (Example : A strap across the chest for, say, a quiver, would need to follow breast morphs, or muscle morphs across the chest. In that case you'd want a conformer. A wedding ring meant for a finger, only needs to follow the finger's movement, and as such, an object or prop format would be good enough.)

    So basically, in closing :

    A conformer (outfit) - is an item, such as a shirt, pants, bodysuit, that will 'stick' to your figure, follow it's movements, AND pick up the morphs of the figure (larger/smaller breasts, overweight bellies, etc).

    An object (or prop) - is an item that can be parented to a specific body part, and will move with that body part, but does not pick up the shaping morphs of the figure. Objects/props may require manual adjustment of scales and translation dials to suit your needs.

    Does that help any?

    Post edited by Seliah (Childe of Fyre) on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,603
    edited December 1969

    well not "technical" enough probably but an obj prop can be resized non-uniformly in parameters for a start and have pivot point at centre and uses less resources than a rigged figure however a conformed prop can inherit morphs and follow bone movement if needed like a long hair for example.

  • KaribouKaribou Posts: 1,325
    edited December 1969

    Scavenger said:
    Wendy, I'lm looking for the technical differnce, sO I can't answer it.

    "depending on my needs"...so what needs go to what format?


    Conformers have "skeletons" that bend with a figure. (A conformed necklace bends when the figure moves it's neck.) Parented objects/props don't. (A parented necklace changes position when a body part moves, but doesn't bend -- the necklace chain could end up clipped into the figure's chest.) Conformers need to be rigged, ergo they're more labor-intensive to create.
  • Testing6790Testing6790 Posts: 1,091
    edited December 1969

    I may be wrong but I think the .obj version of the same figure (covert it to an obj and import it back in) requires less resources because it has no morph. But it's pretty negligible compared to things HD textures.

  • SickleYieldSickleYield Posts: 7,644
    edited December 1969

    The advantage to having a helmet be a prop is that it won't deform the lips and nose area, etc. with face morphs. The disadvantage is that it then might have pokethrough on morphs with very big noses, muzzles like the Minotaur, etc. People are correct about the presence or absence of a skeleton.

    You can also use a rigid follow node on a smartprop. This makes it scale away from the body with morphs on in a way that a straight smartprop will not. To do this you select polygons on the figure (the parent, such as G2) in the Geometry Editor, right-click, and choose Geometry Assignment and then Create Rigid Follow Node From Selected. The node will appear in the scene tab. Drag and drop your prop under it. Now your prop is a child of the rigid follow node, and you can save a Wearables to keep them together and parented to the main item. Make sure you have saved the prop to library on its own once before you do the wearables, otherwise it will not have a proper geometry reference.

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