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The first way you mention, that is what I normally do. For this vest I chose wardrobe/shirt.
For my attempt with the template in T.U., I was using the full bodysuit, tight. {because there isn't a shirt one to choose}
The 2nd method I'll put on my list of things to try.
Thanks for the info Mada...still following the thread. I just haven't had much time recently for daz.
@Catherine3678ab, I was having crashes with this too. The transfer utility would crash for me when I started it if the figure or clothing were selected in my scene before starting it. If I deselected everything before starting the transfer utility, it seems to run fine. You may want to try that too. I am on a Mac however so it might be a different issue.
I've reported the bug with video to DAZ so we will see if that helps them track down the bug.
Good luck!
That's interesting, thank you. I don't recall what I had selected at the time I started the utility.
@Catherine3678ab, regardless of what I do, and what OS I work on Windows or Mac, I have to be careful of resource usage. I have found if I am working for a long time on a project, I run into crashes. So my mantra has to be Save, Save Often, and then close program, reboot, open program and continue. It saves me grief.
Not sure if that might help you, but I hope you can see your way to a solution.
And I have no idea why the forum dropped my follow tick for this thread, 22 entries since I last saw it.
Sometimes not even after a long time, D/S chokes and I Have to reboot the program. BUT I think the problem I'm having has to do with the external drives going to sleep. Then the programs try to get their info and can't and sometimes they eventually and sometimes I give up waiting and reboot 'em.
I found the main problem I was having with my MBP M1 was the WD external hard drives were formatted Mac, Read only. I had no idea. Found a program approved by Apple to reformat them to Read/Write. I am actually able to use DIM now correctly without issue. They even ran overnight for two days.
@Catherine3678ab, thanks very much for the tutorial and the clones, very helpful!
You're quite welcome :-)
W10 had a habit of sometimes doing that with one of my externals too, making/keeping it to read/write only BUT only for one program? 3DCoat. Had to manually make a few files for it to load at the new location and then everything was fine. Have no idea if 3DCoat was changing the setting specifically or if it was W10. Now I have W11 and so far the modeler is working as expected.
There was a setting someplace in W10 to tell the system to not turn off things that weren't in active use every second but haven't found this feature [or what I did find doesn't stick] in W11. Also to keep them active there is a little utility that will do that BUT what it does is constantly have the drive coping files. And like, no. When I don't want a drive to be active I prefer to shut it down myself.
Control Panel/Power Options. Since I'm still on Windows 10, I don't know if the same options are in W11 ;).
Thank you. Not quite, they changed things and/or hid them.
1. Nothing I see says Control Panel. However I found in doing a search for the Control Panel something identifying for W7 shows up??? Then I asked for the Device Manager and that appeared ... then found the USB ports it want to keep shutting off and unchecked those boxes again. Maybe one day it'll stick. [it's after updates that changes tend to happen sometimes, I tend to dread updates]
Such a great thread, thank you again Mada, and thank you Catherine et al.
I have been dealing with a hard disk crash (backup existed, save often!, but still delays while Geek squad did their thing), but am now finally ready to do more of my own MD to Studio tests. Before my disk crash, I was not able to use the templates in transfer utility (Studio shut down with no explanation). Before Genesis 9 had its public relase to the masses (of which I am a member), I did a test workflow using Genesis 1 because it was also a single figure for all genders. Screenshots of my Genesis 1 attempt here. https://www.daz3d.com/forums/discussion/comment/7729571/#Comment_7729571 I will post a similar screenshot series when I get a reasonably successful test of a similar project for Genesis 9.
The bottom line is now I will be trying to make a test clothing item for Genesis 9 using the info from this thread, and I am sure I will have more questions. Be ready to answer, fellow forum people, please. I hope my questions are not too repetitive of issues already raised. Thanks in advance, and sorry for being presumptuous.
Fire away with the questions :)
if you find that you get a crash consistently with the templates try loading the template you're going to lose and then use replace source instead - that usually works. Then just rename the node name in scene ID and save with a new product name.
Worked :-) Thank you
So here's another question that could probably warrant its own thread, but I'll start here to get input specifically from the folks here. What's the best way to handle thickness in clothing while maintaining good support for dForce? I think the suggestion I've seen most often is to add a "lip" to the edges to give an illusion of thickness. This works, but I'm wondering if there's a better way. I have actually created clothing before that has "thick" trims, and it works in dForce. Unfortunately, I'm not exactly sure how I accomplished it, as I have not been able to reproduce it. Go figure! Anyway, looking for the latest best practices here.
Tim
I use the script Thickener every time I use dforce. Makes a huge difference.Of course, it's only an "AFTER" dforce solution, but it's a good one ;)
Yep, I love Thickener, but it's not really a viable solution if you want to distribute your clothing items.
The way I handle thickness is by adding a lip - it catches the light during renders and imo makes an outfit feel more rounded and not so thin. The less loops you can manage on the lip the better the dforce result will be because it doesn't have to release as much energy.
This is how I do it in Modo - it should be the same in most of the modelling programs out there
The next problem you then have with dforce is when you run a sim the edges drop out, especially if its a bit heavier - the way around that is to use a dforce dynamic surface add on. There's a lot of other uses for it too so its good to learn how to use it. You can keep edges from falling out - but you can also use it to keep edges closer to each other, add support in a hoop skirt, keep layers apart so they don't sim through each other etc.
So to show a bit more of the other uses of dynamic surface add ons - here's a couple of different use case scenarios.
I used it to keep a hoop skirt wide so it doesn't sim droopy and flat against her legs
Keeping a necklace rigid during a sim
Keeping a double sided coat mesh from intersecting during a sim
Thanks for the insights, Mada!
I do something similar with making a rim for edges in Blender. I guess I'll keep doing that.
As for the dynamic surface add-ons, I have played with them a bit in doing sims, but I've never included any in content I'm creating for sale. I've never seen it used in anything I bought, so I wasn't sure if it was considered acceptable. I guess I'm also not sure what advantages these addons would have over dForce weight maps or even simply defininf separate surfaces with different simulation properties.
Tim
always wondered how to do that
Its way more versatile than using weightmaps because with the weightmaps you're reducing sim strength back to conforming item and 0% sim. With the add ons it stays fully dynamic. For example reducing the weightmap strength on the necklace means it won't hang straight down if she bends forward, it will cling to her chest - closer to the conforming position than free simulation.
Most of my dforce items use dynamic add ons - they're set to invisible so you only see them if you click down in the scene view :)
I really appreciate you sharing your wealth of knowledge. I will go back and study your outfits that I have and do some more research into this. Sounds like it might be a perfect solution for something like a scabbard hanging from a belt, for example.
Tim
Thanks you so much for the explanation of dforce dynamic surface add on bridged connection. I had been shown a similar method but I failed to understand. I followed your example much better. I had been struggling with using a (some long syllable) mesh. I think the term is nonmanifold edge, but that might not be correct. Essentially, where you have bridged the lip back to the main mesh, the (long syllable) method has a single mesh with that edge extending in three directions instead of two. The yellow edge in the attached pic. I really struggled with that. My modeler did not like it at all. Can't wait to try the add-on bridge approach tomorrow.
Yea - most modelling programs don't like non-manifold edges at all, especially if you turn on smoothing and SubD. With this method you get the same effect without the problems :)
Thank you for your generous gift of knowledge Mada!
Any way to make V9 feet fit into a pair of V8s shoes ??
So I have another follow-up question about the dynamic surface add-on. I successfully created one and added it to a clothing item, and it works exactly as expected. All good there. What about custom morphs? For example, using this technique on a shirt, if you create a custom morph for your shirt to support something like the Heavy FBM in G9 (or the masculine and feminine body shapes for that matter), do you also have to make another version of the addon that matches up to the morphed version of the shirt?
Tim
The add on is fitted to the clothing item and as such will automatically inherit any of the FBMs applied in the outfit :)
Flat shoes should work fine with autofit. High heels as always will take more work - its not a straightforward rig that I can transfer with a template. A lot of it depends on the foot pose, height of the heel etc - plus the fact that you have to bake in joint rotations for high heels to work properly. Its all the same problems we run into with transferring high heels from previous generations to the next.
If you really really want to have the shoes and don't mind if they're props you can try lining up G8 as close as possible to G9 feet and export that as an obj, then import and parent. They won't bend on the toes but you'll have something to use :)
edit: of course you need left and right shoes in that case - so either use the geometry editor after importing to delete the extra shoe, or use a modeler to delete so you end up with a left and right shoe obj