Genesis 9 clothing questions & answers

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  • Catherine3678abCatherine3678ab Posts: 8,342
    edited October 2022

    Mada said:

    Here's the missing explanations for the Utilities dev tools :)
     

    Texture Convert : Single UDIM to Multiple
    The script is for texture artists...it was easier for our texture artists to work on a single 16k or 8k image so they would export G9 with the single UDIM, texture it, then once they are done they run this script on their images and it breaks them back out into multiple images for use with the multi UDIM UV

    Adjust Eye Rigging
    If your head morph moves the eyes somehow you dial up the morph and select it on G9 with the eyes loaded, then run this script and it will adjust the eye bone position to fit the shape

    Save current pane info
    Saves the position and size of the floating pane

     Where is the "Adjust Eye Rigging" hiding???

    No Eye Script.png
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    Post edited by Catherine3678ab on
  • PendraiaPendraia Posts: 3,598

    It's on the developers tool tab

     

  • MadaMada Posts: 1,991

    Catherine3678ab said:

    Mada said:

    Here's the missing explanations for the Utilities dev tools :)
     

    Texture Convert : Single UDIM to Multiple
    The script is for texture artists...it was easier for our texture artists to work on a single 16k or 8k image so they would export G9 with the single UDIM, texture it, then once they are done they run this script on their images and it breaks them back out into multiple images for use with the multi UDIM UV

    Adjust Eye Rigging
    If your head morph moves the eyes somehow you dial up the morph and select it on G9 with the eyes loaded, then run this script and it will adjust the eye bone position to fit the shape

    Save current pane info
    Saves the position and size of the floating pane

     Where is the "Adjust Eye Rigging" hiding???

    Located on Genesis 9 loaded in a scene - under Utilties in parameters tab :)

  • Thank you :-)

    I found it then, after many error messages, got the eyes right. Then I tried to get the rest of the body right, and sigh, I can crash D/S!

  • outrider42outrider42 Posts: 3,679

    Does this mean that the eyes must be adjusted separately for a G9 morph to work properly? I'm trying to understand this so I do it the right way.

  • PendraiaPendraia Posts: 3,598

    Catherine3678ab said:

    Thank you :-)

    I found it then, after many error messages, got the eyes right. Then I tried to get the rest of the body right, and sigh, I can crash D/S!

    lol...me too. And it always does it when you least want it to.

  • barbultbarbult Posts: 24,244

    Mada said:

    barbult said:

    @Mada, thank you for the extra scripts from Daz. What/where are the "makeup system presets" that you mentioned on October 25th?

    Does "Save Current Pane Info" work for you? My interpretation of your description was that it would remember the position and size of the G9 Dev Tools v0.3 floating pane, but it does not. If I close the pane and reopen it, it does not retain either the position or size that it was when I set it with "Save Current Pane Info". Did I misunderstand what it is supposed to do?

    Thanks for all the help you are giving us.

    I don't do characters so I don't know enough to talk about them, all I know is its there and the plan is for everything to keep io improving as updates in DS happens.

    I haven't tested Save Current Pane info really, I have it sitting on another monitor and close it down when I'm not using it to save on clutter. I'll test it a bit later :)

    Thanks. I can't see any makeup system presets. I don't know where to look perhaps. You said you know it is there. Is it for PAs only, do you know?

  • MadaMada Posts: 1,991
    edited October 2022

    I have no idea either since I don't do characters, but I do believe the V9 uses the new blend system and you have to be on the latest version of DS for the best results. I tend to only skim subjects if its not to do with clothing, but I'll make sure to get a better understanding if I come across a discussion again :)

    Post edited by Mada on
  • Catherine3678abCatherine3678ab Posts: 8,342
    edited October 2022

    Success!!!

    I know this isn't clothing, but I did manage to dial in an extreme character morph [that poor Gorilla], getting the eyes AND mouth in position with one dial. I don't want to derail this thread so will be posting the information over in my tutorial thread.

    Post edited by Catherine3678ab on
  • barbultbarbult Posts: 24,244

    Mada said:

    I have no idea either since I don't do characters, but I do believe the V9 uses the new blend system and you have to be on the latest version of DS for the best results. I tend to only skim subjects if its not to do with clothing, but I'll make sure to get a better understanding if I come across a discussion again :)

    Thank you. I'm using 4.21.0.5, which I believe is the latest as of today.

  • Catherine3678abCatherine3678ab Posts: 8,342
    edited October 2022

    outrider42 said:

    Does this mean that the eyes must be adjusted separately for a G9 morph to work properly? I'm trying to understand this so I do it the right way.

    Not directly. IF one needs to adjust the eyes, G9 must be selected [not the eyes] - a morph has to be dialed in AND selected over on the Parameters Tab [in edit mode]. Then run the script, then zero and save the character morph [again].

    Based on my experience with ONE character morph. [n.b. main morph already had rigging adjusted to mesh, and ERC applied, morph was saved. Then I did the bit with the eyes]

    Post edited by Catherine3678ab on
  • AllenArtAllenArt Posts: 7,169

    Catherine3678ab said:

    Success!!!

    I know this isn't clothing, but I did manage to dial in an extreme character morph [that poor Gorilla], getting the eyes AND mouth in position with one dial. I don't want to derail this thread so will be posting the information over in my tutorial thread.

    Good to know! I've been struggling with this.

    Sorry Mada....back to your clothing. I'm sure I'll have questions at some point :P 

  • PendraiaPendraia Posts: 3,598

    Catherine3678ab said:

    outrider42 said:

    Does this mean that the eyes must be adjusted separately for a G9 morph to work properly? I'm trying to understand this so I do it the right way.

    Not directly. IF one needs to adjust the eyes, G9 must be selected [not the eyes] - a morph has to be dialed in AND selected over on the Parameters Tab [in edit mode]. Then run the script, then zero and save the character morph [again].

    Based on my experience with ONE character morph. [n.b. main morph already had rigging adjusted to mesh, and ERC applied, morph was saved. Then I did the bit with the eyes]

    Catherine, how are you saving your morphs? Are you using the  file/saveas/support menu?

  • Catherine3678abCatherine3678ab Posts: 8,342
    edited October 2022

    nm

    ..................

     

    Yes Pendraia, I save my morphs in the usual manner. File > Save As > Support Assets > Morphs ....

    Post edited by Catherine3678ab on
  • MadaMada Posts: 1,991
    edited October 2022

    Glad to see everyone playing around with G9 and all the helpful posts - keep them coming :)

    Post edited by Mada on
  • outrider42outrider42 Posts: 3,679

    Catherine3678ab said:

    outrider42 said:

    Does this mean that the eyes must be adjusted separately for a G9 morph to work properly? I'm trying to understand this so I do it the right way.

    Not directly. IF one needs to adjust the eyes, G9 must be selected [not the eyes] - a morph has to be dialed in AND selected over on the Parameters Tab [in edit mode]. Then run the script, then zero and save the character morph [again].

    Based on my experience with ONE character morph. [n.b. main morph already had rigging adjusted to mesh, and ERC applied, morph was saved. Then I did the bit with the eyes]

    So we have to save the charcater morph a second time? That seems odd, but if it works, ok.

  • Catherine3678abCatherine3678ab Posts: 8,342
    edited October 2022

    nm

    Post edited by Catherine3678ab on
  • PendraiaPendraia Posts: 3,598

    Catherine3678ab said:

    nm

    ..................

     

    Yes Pendraia, I save my morphs in the usual manner. File > Save As > Support Assets > Morphs ....

    Thanks Catherine...just needed to double check what I was doing was right.

  • Thank you Mada.

  • Are there any new tricks to doing joint corrective morphs in new clothing for G9? 

     

  • MadaMada Posts: 1,991
    edited November 2022

    Same as before :) the templates should help so that there's not as much cleaning up to do - same for the body morphs.
    It does help to select a template that's as close as possible in volume to your clothing item.

    Post edited by Mada on
  • Mada said:

    Same as before :) the templates should help so that there's not as much cleaning up to do - same for the body morphs.
    It does help to select a template that's as close as possible in volume to your clothing item.

    Thanks. And yes, I'm quite impressed with the templates. Many of the joint poses don't require any correction at all. Even the body morphs are working really well with autofit -- at least for this outfit.

  • Catherine3678abCatherine3678ab Posts: 8,342
    edited November 2022

    All right ... hope I'm understanding this correctly. I make clothing item, inject into it morphs from the template [under G9, utilities], and this I can then redistribute?

    Open Vest with template's morphs.png
    1000 x 1000 - 1M
    Post edited by Catherine3678ab on
  • MadaMada Posts: 1,991

    If by inject you mean using the transfer utility to create a conforming item with the morphs included then yes :)

  • Catherine3678abCatherine3678ab Posts: 8,342
    edited November 2022

    Well, my attempts to move morphs via the T.U. got error messages -- something about Parameetric Joint Parameters [which made no sense for these files]. [quite possibly I haven't got a clue how to use this for morphs]  I clicked the wrong choice.

    After rigging the vest to G9, then I loaded a template outfit to G9, changed the 'fit to target' for the Vest over to the template. Dialed in a bunch of morphs that are in the template, then saved those morphs into the Vest.

    eta: I'll get there. Okay, T.U. source G9, then use the template there to get the morphs from. End result would be about the same though wouldn't it?

    Post edited by Catherine3678ab on
  • MadaMada Posts: 1,991
    edited November 2022

    Yes - the transfer utility with G9 selected and the template that is the closest to your outfit shape will give the best results. The other way works too - just less steps with the transfer utility - I'm all for quick and easy. The morphs in the templates are already cleaned up for clothing so need minimal fixing (hopefully) :)

    Post edited by Mada on
  • Mada said:

    Yes - the transfer utility with G9 selected and the template that is the closest to your outfit shape will give the best results. The other way works too - just less steps with the transfer utility - I'm all for quick and easy. The morphs in the templates are already cleaned up for clothing so need minimal fixing (hopefully) :)

    Wonderful, thank you :-) 

     

  • Catherine3678abCatherine3678ab Posts: 8,342
    edited November 2022

    Re-thinking this, think I'll stick with doing it the long way because D/S crashed.

    G9 Source, Vest Target, Template - tight bodysuit, morphs - from template.

    oh dear I did it again.png
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    Post edited by Catherine3678ab on
  • MadaMada Posts: 1,991
    edited November 2022

    So far the crashing hasn't been consistent so its hard to get a fix for it out but its being investigated. There's 2 things to try try if you get crashes.

    The first thing is to tick content type and then choose a type from the dropdown using transfer utility with a template and see if that works for you.

    The 2nd way is load an actual template in utilities, then use replace source with target with the transfer utility. Before you save it go to scene identifcation and rename the node name to your obj name - it would have changed to the template node name.

    Screenshot 2022-11-02 110616.jpg
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    Post edited by Mada on
  • barbultbarbult Posts: 24,244

    I had continual crashes of the Transfer Utility with a template when I had Marvelous Designer still open. After I closed it, the crashing stopped. I don't know if MD had some file locked or was just using resources or what. If you have it open, try closing it, and see if that helps.

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