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ok that is weird - its working on the base shape but not on morphs? I'll run some tests later today to see if I get the same because that would have to be fixed for sure.
To save - you need to save out the clothing item, and then also the add on - same as the clothing item.
The reason for that is otherwise the geometry for the add on gets embedded in the wearable preset instead of being in the data folder. Once both is saved out you save it as a wearable preset that will then load both items at the same time with the right settings etc.
To make it easy to work with wearable presets I organise the individual assets into a subfolder called singles, and then the wearable preset in the top tier. Then I can edit and make additions to the outft, and save it to the singles folder which will add my changes to the data directory for the outfit, and I don't have to redo the wearable every time because it loads the outfit from the data directory.
Yay.
Update - I must have missed a step for the add-ons for the previous attempt at a skirt.
My new dForce Add-on project worked to add thickness to hems, etc. I started a new project and detailed every step with screenshots. This time I created a simple short sleeved shirt for the G9 base shape and did not use any smoothing in the rigging process. The DForce add-ons for the hem, collar, and sleeves supported the DForce thickness for the edges of the garment. I added smoothing and still worked. I morphed the G9 figure and it still worked. I tried a few figure twists and bends and it still worked. I will post my work flow as a series of screenshots elsewhere so I can ask related questions if they come up.
Here are a couple screenshots to confirm the DForce add-ons for this shirt project are working. I set the shader for the add-on to red instead of invisible to help diagnosis. A close look at the inside of the waist hem should show the red inner liner for the add ons remaining in place after dforce simulation for a figure that has morphs and twist/bends. Thickness for the waist hem is preserved. Also worked for collar and sleeves not shown here. I have attached a couple screenshots of the simple low res mesh to show the add-on mesh in relation to the shirt mesh.
Thank you again Mada.
Excellent! Very happy to hear you got it working - I consider the add ons as the duct tape of dforce and keep on finding new uses for it so its good to learn how to use it :D
Again, your generosity and patience is much appreciated. After watching the video, I posted a series of screenshots of my attempt to apply the DForce dynamic add-on method to a simple shirt. The same principles apply in any modeler. Some of us like written instructions with pictures.
See Diomede's Notepad, Sketchpad, and Chilling Pad - Page 13 - Daz 3D Forums
All right. I made a pair of socks. Colourful socks. Individual toes!
The toes will not move with the toes of G9. At all. I used the footwear rigging option. I used the foot/sock/left or right templates.
Why won't the toes move with the toes of G9?
I made a couple of foot poses so the feet will hide in the socks initially.
You don't want to have individual toes in shoes so in the footwear template I removed them and added all the weight in the main toe part. If you want to have individual toes use Genesis 9 with no template :)
Okay, thank you for the information. I'll try redoing it tomorrow.
eta: had to try again tonight ... yuck. That was worse, all the toes sticking to each other. So going with no toe rigs.
Mada, please make us a Genesis 9 clone for Genesis 8. Or are you leaving that for Sickleyield?
I mainly do clothing and templates... its probably best left to someone who has the time to put into making it work properly like Sickleyield or one of the other PAs. :)
I made a free tutorial for making our own G9 clones which so far people have been responding was easy to follow and works just fine. Over in the freebie thread ;-)
Thank you, @Mada & @Catherine3678ab.
@SickleYield Here you come to save the daaaay! Yay! I'll use Catherine's DIY until then. Please hasten.
I'd like some clones too
I'm pretty sure you don't make clones the way I can, and you usually provide all kinds of extras [like clothing templates etc., whatever etc might be] -- and going by the comments, if you can rig up anything to help with the re-making of shoes, the company should publish the product with open arms IMHO.
Speaking of templates, lookie what I found in the store ... https://www.daz3d.com/sy-ultra-templates-for-genesis-9
Thank you SickleYield :-)
So, new question about rigid clothing parts. I am working on a medieval style belt with a ring. I tried using rigidity mapping, but it just didn't seem to have any effect at all. I moved on the using a rigid follow node. Now the ring remains rigid, but its movement is not right. For example, when I apply a waist twist to G9, the belt and ring do this....
Zero pose:
Waist twist:
Is there any way to get better results?
Tim
Rigidity afects morph projection, it has no effect on joint modifiers - though if theer is a JCM (Joint Controlled Morph) kicking in that would be affected by the Rigidity. You should make sure that the joint weights of the strap are the same as the ring, and if need be add a custom morph to the belt to match the JCM that is not being projected into the ring.
For this particular design I would use weightmapping instead of a rigid follow node.
Rigid follow nodes are best for buttons and belt buckles that sit on top of the mesh and allow for a bit of flexibility in movement - especially when you start stacking morphs on top of each other plus JCMs - I don't think the ring will stay in the right spot in all those scenarios.
So for the design above I would select the ring faces as well as the belt around it - at least up to the end of the knot - and then check which bodypart in the figure it overlaps the most and fill the faces with a 100% weightmap on that bodypart on the belt. Smooth it out on the edges - and then any further fixes that's needed when bending and twisting I would do with the corresponding JCM. Usually it ends up being either pelvis or lower abdomen on G8.
Why am I getting such bad results from autofit? This is dForce Casual Style Dress for Genesis 1 and 8.1 females. I autofit it to G9 base with the Dress Long Loose Template. I also tried the Dress Long Tight Template and no template. All result in the protrusion between the breasts and that nasty triangle in the crotch. Im I doing autofit wrong?
Im using DS 4.21.0.5.
I assume those items have the breasts far away from the figure. The current templates works best with tight fitting clothing.
You will get better results with that kind of outfit if you use the dev tools and the steps in the video in the beginning of this thread. Basically you'll set the G8 female shape as the base shape, autofit the clothing to that, dial in the G9 base shape and use smoothing to get rid of any of the problem areas. Export the result and and then import those objs and use the templates on them. That will give you the best results by far.
Thanks, Richard and Mada, for the replies. I will see what I can do and report back.
I was getting the crotch artifact earlier in this thread when. I was following a mixture of tutorials, such as the Daz+ webinar with Jay and Fugazi.
See this male tunic.
Following Mada's suggestion to go back to the first post in this thread and follow the steps in the video improved this tunic a great deal.
Thank you Mada and Diomede, I'll give that a try. There are so many techniques to remember!
oh yes lol
I can't figure out what video covers this autofit issue. The first post in the thread links to a whole list of Mada's videos. Is it one of those? The second post links to Josh Darling's video, but when I tried that, it complained that my clothing was already rigged (it is rigged to Genesis 8, of course). Am I just being brain dead today?
You are correct. My male tunic example was rigging a new mesh, not autofitting a mesh already rigged for a different garment. Sorry for any confusion I may have caused.
Its the video by Josh Darling yes - use the transfer utility, not autofit - there's a script called create follower in dev tools that should do that quickly and fast.. Since the shape should be set to G8 female already it should give you a good fit that you can then dial back to the base shape. I'm in the middle of a render so can't take screen shots right now
In following the Josh Darling video, when I clicked on Create Follower in the Dev Utilities, it complained that the item was already rigged. It is a G8F item that I am trying to refit to G8B, so of course it is already rigged to G8F. I tried using the Transfer Utility instead, but I wasn't sure what settings to use. Do I use G9 Current Shape an reverse shape from follower? I don't know.
So I finally stumbled upon something that worked, but I'm sure it is not the most straightforward approach. I exported the G8F garment as an unrigged OBJ and brought that back in to DS to process with Josh's instructions. Then I exported the result after Josh's instructions as another OBJ. At this point I am confused about the next steps I did. (I'm getting too old for all this. ) I think I autofit the original G8F dress to G9B and used the second OBJ to update base geometry. Anyway, I finally got something the doesn't have those artifacts. But I did have to apply a bunch of smoothing during the Josh Darling steps, as he did in the video. I imagine if I had done the same thing to my original autofit, it might have had the same result.
So, I'm not sure I could ever repeat this! But I won't give up. Victoria 9 wants to know why this is so hard! Mad props to you Mada, for all the skills you have and the wonderful clothes you produce!
It wasn't hard at all to do. I did it and it worked perfectly. Doesn't take that long either :) And if I can do it, a hamster can, believe me (no offense to hamsters...lol).