How to fix this after transfer utiliy?
James
Posts: 1,090
The line becomes curvy [after using after transfer utiliy]. It should be straight.
and this
I made the head like this so it mimic a hair bun.
Post edited by Richard Haseltine on
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Only time I've seen the transfer utility affect a mesh in such away, is when there was errors in the geometry.
It normally just scales it (or it almost gives that affect by a very, very small amount) if that.
Even though I use 8.1 and not 8; I always load on a default G8F.
Are there morphs applied to the figure?
Your problem looks to be that you are using a morphed character.
Did you model towards that character or the default?
If you modelled towards the morphed character, you need to check reverse source shape from target.
If you modelled towrdas a base character then auto projected morph will be applied, and that would require a morph to handle the morphed character.
Did you model towards that character or the default?
I create the character from G8F, export it sculpt it, import it back as morph.
The head - I created it from G8F, export it, sculpt it, import it back as morph.
Modelled towards the morphed character,
modelled towrads a base character,
I don't understand what this mean or the different.
What does check reverse source shape from target, do?
And I tested it. I can't check it. it's uncheckable.
When you model clothes around a morphed character and not the default shape you need to tell transfer utility that, otherwise it will assume it was made for the default shape.
Use the morphed character as your source, using "current" as item shape, then check the "reverse deformation" so that transfer utility can take the fact that there are morphs applied into account when calculating rigging.
Aaaaa...
felis was talking about how I modeled my clothing. Now I get it.
I modeled my clothing toward the morphed figured.
Is it better If I modeled toward the based figure, first?
@Leana
Thanks for the information.
The result looks better, the curvy on the front is fixed, the bun is fixedf,
but still it has curve on the back.
https://prnt.sc/EdNJwXnvTdU7
It should be straight down.
How to fix this.
What does it look like before you are running the transfer utility?
@felis
Like this
https://prnt.sc/2eI9BXyeBIPa
note: the fabric intersect with the face, because this figure face has been morph.
I modeled the cloth on MD toward G8F base model with her head morphed like an alien.
I thought that you had modelled your clothing towards the morphed character, and also used the morphed character as source for transfer utility. But then the clothing shouldn't clip before transfer.
If you have modelled your clothing towards the base character, then it is likely to get distorted when used on your morphed character (due to her backhead). To solve that I think you need a dedicated morph for the clothing.
@felis
Mmm... I modeled the cloth toward G8F with the backhead.
https://prnt.sc/9dl_ceNQRYCw
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On DAZ3D I use G8F together with the backhead morph + my character morph.
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But, I 've also tested by uysing G8F with the backhead morph only.
But still there's a curve behind the head after Transfer Utility.
https://prnt.sc/a0OmAQ6uyzz0
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How the cloth looks like originally before transfer utility (G8F with the backhead morph.):
https://prnt.sc/607I76A3qvno
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How to create morph for the cloth?
I used morph loader, using the same OBJ of the cloth. But it say geometry did not match...
When running transfer utility, you should use the same character you modelled towards as source for transfer utility, with Reverse Source Shape From Target checked (if not the default shape). Then the clothing shouldn't change shape.
If you select your clothing in the scene tab, then in parameters enable 'show hidden' and select currently used, then you can see some projected morphs autogenerated (if not already existing for morphed characters) to adjust your clothing to your morphed character.
For creating a morph, I would suggest you save your clothing. Then export it unmorphed into your modelling app, and then do adjustment there. You can only move verteces. For both exsport and import you must keep vertex order checked, and you can then load it with morph loader pro.
You can then dial the autogenerated morphs back, and dial your new morph in, or you can when saving the morph use the same name as the autogenerated, as it then will be used intead of the autogenerated.
I remember that Sickeyield has a video on generating morph, but couldn't find it right now. Here is a text version https://www.deviantart.com/sickleyield/journal/Tutorial-Requested-Loading-Morphs-in-DAZ-Studio-450007378
I have used the same character now (G8F with bakchead morph).
Used transfer utility + Reverse Source Shape From Target
But the clothing shape wasn't revert back completely.
I think the reason is, in the process,
first, the geometry of my cloth tried to comform with the original shape of G8F head.
Then DAZ added the backhead morph to the cloth, but only affect some part of the geometry,
living the curvy back behind.
That's my conclusion after checking the hidden parameter.
https://prnt.sc/sF3RBGm_zFqv
So, in this case, making the orignal shape morph of the cloth is the answer?
Ok, I've managed to apply the morph for the cloth.
I zeroed the backhead morph copied by DAZ from the source.
And I use the value of 100% for the cloth morph.
It looks normal now.