Genesis 9 clothing questions & answers

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  • MadaMada Posts: 1,991

    RAMWolff said:

    Thank you for your generous gift of knowledge Mada!  heart

    You're welcome! :)

  • TimotheusTimotheus Posts: 245
    edited November 2022

    Mada said:

    The add on is fitted to the clothing item and as such will automatically inherit any of the FBMs applied in the outfit :)

    Do the morphs have to be there in the clothing item before you use the Transfer Utility on the addon, or can they be added later, after the addon is already there?

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

    It will autofollow if the morph is not already in the outfit. You do not have to worry about adding any morphs to the add on - in fact I would advise against it. Just add your morph to the outfit and that is sufficient.

    Post edited by Mada on
  • Perfect. Thanks again for all your (patient) help!

  • DiomedeDiomede Posts: 15,169
    edited November 2022

    I am still getting the Daz Studio crash when I try to use a dress template for the transfer utility.  The transfer utility does work without the template, but get the undesirable result in the lower center of the tunic skirt.  Can be fixed with weights and morphs, but I assume that is what the template helps with.  I was making a simple tunic for the G9 Basic Masculine shape.  Used Marvelous Designer but very simple shape.  All quads.  Only 2 material zones (collar and everything else).  

    Showing result without template, but with smoothing set to one and default DForce applied and simulated.

    EDIT:  This tunic was designed for the Genesis 9 basic masculine shape as an avatar in MD.  In the transfer utility, I set source to 'current' and checked the options for reverse shape.

    EDIT 2:  I did submit a ticket with a copy of the zip file that accompanied the crash.

     

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

    You will get better results if you use the process in the 2nd post in this thread, the one in the video :) reverse source never really did it for me, which is why I worked out the swapping base shapes around method - to get a better fit. Its an extra step but you will get rid of the crunchy bit in the centre of the dress. You have to export the obj for the base figure and then import that to use with the transfer utility.

    In the video you change the base shape from default to the masculine shape, then use create follower in dev tools to fit it to G9. You don't need the template for this bit, all you need is to be able to dial a morph up and down. Once you have the outfit fitted to G9 masculine - you can dial back down to base shape - and turn on smoothing if needed. Export an obj with the base shape.

    Now you can import the obj that's shaped like the base and work from that.

    https://www.daz3d.com/forums/discussion/comment/7776621/#Comment_7776621

    If you get constant crashes with the templates (still tracking the bug down since its not consistent enough to pinpoint a cause for everyone) you can try the alternative method of going to Utilities on Genesis 9 and loading the template you want to use in the scene. Use that to transfer from instead of G9, and use replace source with target under general options on the transfer utility popup - so NOT the one where you choose which figure to 

    After using that method go to scene identification and rename the obj/node name before you save it

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    Post edited by Mada on
  • DiomedeDiomede Posts: 15,169

    Thank you for the prompt reply.  A lot to digest, but I will try.  

    As always, appreciate your patience, your knowledge, and your generosity.

     

  • MadaMada Posts: 1,991

    It does feel a bit like holding your mouth one way while rubbing your head and stomach at the same time lol - but once you got the workflow its easy :D

  • DiomedeDiomede Posts: 15,169
    edited November 2022

    Mada said:

    It does feel a bit like holding your mouth one way while rubbing your head and stomach at the same time lol - but once you got the workflow its easy :D

    Your patience is amazing.  Because I watched the video again and did the face palm - quote "Oh, yeah, I remember that. It is the whole point of this thread."  Hope you can laugh about having to repeat yourself.

    So, yay, I followed the instructions from the beginning of the thread, which I should have been using all along, and the scripts seem to have worked as intended.

    Thank you again, Mada.  Much appreciated.

    Here is the simple tunic designed for G9 basic masculine rigged in Daz Studio and DForce applied.  Has separate material zone for the collar and relatively clean UVs.  Will go back and adjust to have thickness, and then try to do a DForce add on.  Fingers crossed.

    EDIT: Once I have a couple simple garment examples under my belt, I will try adding pockets and buttons and other details to a few items.  I am excited.  

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    Post edited by Diomede on
  • MadaMada Posts: 1,991

    whoohoo! Glad you got it working :)

    I am really pleased with how much easier it is to take things back to base shape using this method - reverse back from a morph always disappointed me.

  • Mada, I redid my vest using the Transfer Utility with nothing selected in the viewport. Opted to get the morphs from the tight body suit template ... and this time it did not crash!

    After saving the clothing, I closed D/S and manually removed the obviously unnessary morphs [i.e. for feet and hands]. Have uploaded the vest to Renderosity where eventually it should become available if anybody wants it.

    Was quite pleased at how well the templates' morphs work.

  • MadaMada Posts: 1,991

    Catherine3678ab said:

    Mada, I redid my vest using the Transfer Utility with nothing selected in the viewport. Opted to get the morphs from the tight body suit template ... and this time it did not crash!

    After saving the clothing, I closed D/S and manually removed the obviously unnessary morphs [i.e. for feet and hands]. Have uploaded the vest to Renderosity where eventually it should become available if anybody wants it.

    Was quite pleased at how well the templates' morphs work.

    Fantastic! I'm glad to hear you found a way to avoid the crashes :)

  • barbultbarbult Posts: 24,244

    Why do I get this morph when I auto fit something?

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  • LyonessLyoness Posts: 1,615
    edited November 2022

    Diomede said:

    I am still getting the Daz Studio crash when I try to use a dress template for the transfer utility.  The transfer utility does work without the template, but get the undesirable result in the lower center of the tunic skirt.  Can be fixed with weights and morphs, but I assume that is what the template helps with.  I was making a simple tunic for the G9 Basic Masculine shape.  Used Marvelous Designer but very simple shape.  All quads.  Only 2 material zones (collar and everything else).  

    Showing result without template, but with smoothing set to one and default DForce applied and simulated.

    EDIT:  This tunic was designed for the Genesis 9 basic masculine shape as an avatar in MD.  In the transfer utility, I set source to 'current' and checked the options for reverse shape.

    EDIT 2:  I did submit a ticket with a copy of the zip file that accompanied the crash.

     

    I didn't keep reading to see if anyone else has commented on this.
    The key is: have Genesis 9 selected in your scene tab. THEN open the transfer utility and run.
    For some reason, that avoids the crashing.

    edit:
    I see that you did manage to get the transfer utility to work for you. I'm thrilled.
    And now, you know how to prevent it from crashing next time!!

    Post edited by Lyoness on
  • Lyoness said:

    Diomede said:

    I am still getting the Daz Studio crash when I try to use a dress template for the transfer utility.  The transfer utility does work without the template, but get the undesirable result in the lower center of the tunic skirt.  Can be fixed with weights and morphs, but I assume that is what the template helps with.  I was making a simple tunic for the G9 Basic Masculine shape.  Used Marvelous Designer but very simple shape.  All quads.  Only 2 material zones (collar and everything else).  

    Showing result without template, but with smoothing set to one and default DForce applied and simulated.

    EDIT:  This tunic was designed for the Genesis 9 basic masculine shape as an avatar in MD.  In the transfer utility, I set source to 'current' and checked the options for reverse shape.

    EDIT 2:  I did submit a ticket with a copy of the zip file that accompanied the crash.

     

    I didn't keep reading to see if anyone else has commented on this.
    The key is: have Genesis 9 selected in your scene tab. THEN open the transfer utility and run.
    For some reason, that avoids the crashing.

    edit:
    I see that you did manage to get the transfer utility to work for you. I'm thrilled.
    And now, you know how to prevent it from crashing next time!!

    ? No, there are some of us who have been finding one must have 'nothing' in the scene selected before running the T.U. Applied to Mac and Windows.

  • LyonessLyoness Posts: 1,615

    Catherine3678ab said:

    Lyoness said:

    Diomede said:

    I am still getting the Daz Studio crash when I try to use a dress template for the transfer utility.  The transfer utility does work without the template, but get the undesirable result in the lower center of the tunic skirt.  Can be fixed with weights and morphs, but I assume that is what the template helps with.  I was making a simple tunic for the G9 Basic Masculine shape.  Used Marvelous Designer but very simple shape.  All quads.  Only 2 material zones (collar and everything else).  

    Showing result without template, but with smoothing set to one and default DForce applied and simulated.

    EDIT:  This tunic was designed for the Genesis 9 basic masculine shape as an avatar in MD.  In the transfer utility, I set source to 'current' and checked the options for reverse shape.

    EDIT 2:  I did submit a ticket with a copy of the zip file that accompanied the crash.

     

    I didn't keep reading to see if anyone else has commented on this.
    The key is: have Genesis 9 selected in your scene tab. THEN open the transfer utility and run.
    For some reason, that avoids the crashing.

    edit:
    I see that you did manage to get the transfer utility to work for you. I'm thrilled.
    And now, you know how to prevent it from crashing next time!!

    ? No, there are some of us who have been finding one must have 'nothing' in the scene selected before running the T.U. Applied to Mac and Windows.

    I'm working with Windows, and I've tested selecting various things before opening the TU.  Consistently, I do not have crashing if the g9 is selected
    to me, unselecting everything is a hassle.

  • MadaMada Posts: 1,991

    And that is why we haven't been able to figure out why its crashing yet lol - the results are not consistent :)

  • MadaMada Posts: 1,991
    edited November 2022

    barbult said:

    Why do I get this morph when I auto fit something?

    I added some extra morphs that's not  in Genesis 9 but help with clothing movements... I forgot to move that into the hidden folder - you can just drag it to hidden - I will note for it to be updated in the templates :)

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

    Mada said:

    barbult said:

    Why do I get this morph when I auto fit something?

    I added some extra morphs that's not  in Genesis 9 but help with clothing movements... I forgot to move that into the hidden folder - you can just drag it to hidden - I will note for it to be updated in the templates :)

    Thank you for the explanation.

  • MadaMada Posts: 1,991

    Since its easy to zero the base joint correctives with zero figure (to avoid the issue use restore figure instead) I made pose presets to turn them on quickly - this will be added to my top menu bar for sure :) 

    https://www.dropbox.com/s/5hvvouec08i5dvm/BaseJointCorrectiveOn.zip?dl=0

  • PendraiaPendraia Posts: 3,598

    Mada said:

    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

    What great solutions! I always wondered with the crinoline style if someone had created a hoop underneath to get it to stay spread out. They require lots of thinking prior to creating the mesh so it works well with dforce. I will have to have a play with some of these concepts.

  • nonesuch00nonesuch00 Posts: 18,131
    edited November 2022

     

    I have a clothing question.

    a) I have opened a scene with a Genesis 8.1 Male character.

    b) He is wearing the Genesis 3 Male/Genesis 2 Male Construction clothing and Classic Side Part Hair.

    c) I add a Genesis 9 Base to the scene and dial in the Base Masculine Shape for the head & body.

    d) I copy the pose from Genesis 8.1 Male to Genesis 9 using Richard & Tracy's free script.

    e) I reparent each of the Construction clothing items & the Classic Side Part  Hair from G8.1M to G9

    f) Bug???!!! As the autofit dialogue never comes up to prompt about each clothing & hair item. The location of the clothing & hair items is also way off after it gets reparented.

    So this must be a bug? I've done the same procedure in the past to move the clothing from G3M to G8M and from G3M to G8.1M.

    If you say it's a bug then I will file a ticket.

    Also, when I load any hair constructed as RedzStudio does with theirs, i.e., a cap & a "fibremesh hair strands body" (made in zBrush I think), the fibre hairs wind up being loaded far below and to the read of the head as if placed behind the hips. Example products are Classic Side Part Hair, Casual Spike Hair, Tousled Hair, and so on. There is then no way to get the hair on the head.

    Also, to clarify about the construction clothing - if I load a new set of clothing from outside DAZ Studio it loads & does the autofit prompt but for any clothing already in the scene where I do a reparent of the clothing to G9 I do not get the autofit prompt, and not just for the construction clothing but for many, many types of clothing. This is a feature that did work and is now broken.

    Post edited by nonesuch00 on
  • algovincianalgovincian Posts: 2,613

    nonesuch00 said:

     

    I have a clothing question.

    a) I have opened a scene with a Genesis 8.1 Male character.

    b) He is wearing the Genesis 3 Male/Genesis 2 Male Construction clothing and Classic Side Part Hair.

    c) I add a Genesis 9 Base to the scene and dial in the Base Masculine Shape for the head & body.

    d) I copy the pose from Genesis 8.1 Male to Genesis 9 using Richard & Tracy's free script.

    e) I reparent each of the Construction clothing items & the Classic Side Part  Hair from G8.1M to G9

    f) Bug???!!! As the autofit dialogue never comes up to prompt about each clothing & hair item. The location of the clothing & hair items is also way off after it gets reparented.

    So this must be a bug? I've done the same procedure in the past to move the clothing from G3M to G8M and from G3M to G8.1M.

    If you say it's a bug then I will file a ticket.

    Also, when I load any hair constructed as RedzStudio does with theirs, i.e., a cap & a "fibremesh hair strands body" (made in zBrush I think), the fibre hairs wind up being loaded far below and to the read of the head as if placed behind the hips. Example products are Classic Side Part Hair, Casual Spike Hair, Tousled Hair, and so on. There is then no way to get the hair on the head.

    Also, to clarify about the construction clothing - if I load a new set of clothing from outside DAZ Studio it loads & does the autofit prompt but for any clothing already in the scene where I do a reparent of the clothing to G9 I do not get the autofit prompt, and not just for the construction clothing but for many, many types of clothing. This is a feature that did work and is now broken.

    Maybe I'm just confused, but why would re-parenting trigger autofit?

    - Greg 

  • MadaMada Posts: 1,991

    You have to right click on the clothing item, and then choose fit to G9. That will trigger the autofit. Just reparenting won't do it.

  • nonesuch00nonesuch00 Posts: 18,131
    edited November 2022

    Mada said:

    You have to right click on the clothing item, and then choose fit to G9. That will trigger the autofit. Just reparenting won't do it.

    OK, sorry, I completely missed that in the menu listing. The text in that menu looks different now. It works (for most items, some to autofit 100% correct doesn't work but that's OK).

    Post edited by nonesuch00 on
  • nonesuch00nonesuch00 Posts: 18,131

    algovincian said:

    nonesuch00 said:

     

    I have a clothing question.

    a) I have opened a scene with a Genesis 8.1 Male character.

    b) He is wearing the Genesis 3 Male/Genesis 2 Male Construction clothing and Classic Side Part Hair.

    c) I add a Genesis 9 Base to the scene and dial in the Base Masculine Shape for the head & body.

    d) I copy the pose from Genesis 8.1 Male to Genesis 9 using Richard & Tracy's free script.

    e) I reparent each of the Construction clothing items & the Classic Side Part  Hair from G8.1M to G9

    f) Bug???!!! As the autofit dialogue never comes up to prompt about each clothing & hair item. The location of the clothing & hair items is also way off after it gets reparented.

    So this must be a bug? I've done the same procedure in the past to move the clothing from G3M to G8M and from G3M to G8.1M.

    If you say it's a bug then I will file a ticket.

    Also, when I load any hair constructed as RedzStudio does with theirs, i.e., a cap & a "fibremesh hair strands body" (made in zBrush I think), the fibre hairs wind up being loaded far below and to the read of the head as if placed behind the hips. Example products are Classic Side Part Hair, Casual Spike Hair, Tousled Hair, and so on. There is then no way to get the hair on the head.

    Also, to clarify about the construction clothing - if I load a new set of clothing from outside DAZ Studio it loads & does the autofit prompt but for any clothing already in the scene where I do a reparent of the clothing to G9 I do not get the autofit prompt, and not just for the construction clothing but for many, many types of clothing. This is a feature that did work and is now broken.

    Maybe I'm just confused, but why would re-parenting trigger autofit?

    - Greg 

    My bad, I completely missed the autofit option the in menu (maybe because it seems as if the text in that menu has changed), so I thought that the parenting triggered it.

  • DiomedeDiomede Posts: 15,169
    edited November 2022

    Diomede said:

    Mada said:

    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.

    ....

    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.

    Yay. Thank you once again, Mada.  

    Although I am still away from my main computer, I just had to do a test now.  Couldn't wait until after the Thanksgiving holiday.  I don't have Marvelous Designer on my current device, but I modeled a skirt in a simple modeler.  I was able to model the add-on strips while avoiding the non-manifold edge with some strategic ordering of saving, deleting, bridging,copying, and pasting.  In the attached pic I have moved the add-on for the waistband and the hem so they can be seen.

    I followed your video here https://www.youtube.com/watch?v=lOWdOSQVRco#t= to create the DForce add on for the appearance of thickness.

    Worked great.  I do have a question about saving everything for sharing.  The order seems to be to create the main garment as a figure/prop asset first.  Then import the DForce dynamic add-on obj and create a figure prop asset for that seprately.  Then in the final step save the main garment again but this time as a wearable preset with the add-on conformed. I can use it for my own use.

    Question - Is that wearable preset capable of being shared with data files and garment+add-on without further steps?  Or does the combined garment have to be saved as a figure/prop asset with its own product name?

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  • DiomedeDiomede Posts: 15,169
    edited November 2022

    Oh, no!  I spoke too soon.  The DForce add-on for the hem is falling off if the figure is morphed away from the base shape.  

    Will have to double check my work flow against the videos some more.  Hmmm.

    Here is an example with G9 in Victoria 9 shape and some leg movement.  I have visibility on for the hem add-on so hpefully you can see it.

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    Post edited by Diomede on
  • RAMWolffRAMWolff Posts: 10,212

    I think Mada mentioned that she makes those extras transparent so they don't show in the render! 

  • DiomedeDiomede Posts: 15,169
    edited November 2022

    Thanks, Ramwolf.  I turned visibility back on to show that the add-on did not stay in place after I morphed the figure to V9.  The add-on was modeled so that each vertex matched a corresponding vertex on the skirt, bridging the back of the hem to close thickness.  For some reason, when the garment morphs, the add on is no longer matching, even though the ads on was saved as a wearable preset for the garment.  I must have missed a step, or left smoothing on when I should not have, or turned it off when I should, or....

    Still diagnosing.  It worked on the original shape.

    Post edited by Diomede on
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