OK, fine, I guess I'll make some DAZ stuff after all.

245

Comments

  • DodgerDodger Posts: 304
    edited May 2023

    OK now getting the DAZ rigging done.

    I have to learn DAZ JCMs apparently because no amount of futzing with the transfered weight mapping is helping on the elbow.

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    Post edited by Dodger on
  • backgroundbackground Posts: 413
    edited May 2023

    With a small poke through like that you might be able to cover it up by adding a smoothing modifier and increasing collision iterations. Making the upper or lower arm invisible can also work, but I think the missing lower arm will show at the cuffs. 

    Post edited by background on
  • chris-2599934chris-2599934 Posts: 1,814

    Cybersox said:

    There were a few American actors who lived in the U.K fulltime, with U.F.O./CAPTAIN SCARLET star Ed Bishop being one of the most visible, popping up in a number of the Bond films as well as a very prominent bit in 2001- A SPACE ODYSSEY... (I recently ran across him playing an American political aide to what was clearly hinted at as being the Nixon administration in a shot-in-the-U.K. sexploitation flick starring porn actress Christina Hart!)  But mostly those voices were Brits doing fairly convincing accents.  If you're an actor in the U.K., or Australia you HAVE to learn to do an American accent if you want to work in film or TV, hence the reason that half of the actors in U.S. productions these days are imports.   

    Ed Bishop seems to have been the only middle-aged American actor working in the UK in the seventies. Whenever they needed an American cop, general or businessman in a seventies TV show, Ed's name seems to have been the only one in the casting director's book. Nice for him to get a decent part in UFO. Top bloke too, apparently he once gatecrashed an arms-trade fair whilst dressed to resemble Augusto Pinochet.

  • DodgerDodger Posts: 304

    background said:

    With a small poke through like that you might be able to cover it up by adding a smoothing modifier and increasing collision iterations. Making the upper or lower arm invisible can also work, but I think the missing lower arm will show at the cuffs. 

    I don't really know what that means, but it sounds like a dynamic clothing thing. This is conforming.
    Yes, hiding the ForeArm does show a gap at the wrist.

  • FSMCDesignsFSMCDesigns Posts: 12,755

    Dodger said:

    background said:

    With a small poke through like that you might be able to cover it up by adding a smoothing modifier and increasing collision iterations. Making the upper or lower arm invisible can also work, but I think the missing lower arm will show at the cuffs. 

    I don't really know what that means, but it sounds like a dynamic clothing thing. This is conforming.
    Yes, hiding the ForeArm does show a gap at the wrist.

    In Daz Studio, select the clothing item. Then go to EDIT - FIGURE - GEOMETRY - add smoothing modifier. You can then go into the clothing parameters section and under smoothing modifier select the options that work best. This will usually fix any pokethru

  • backgroundbackground Posts: 413
    edited May 2023

     

    Collision modifier will attempt to push polygons of a conformed item so that they are all offset at least some distance from the figure that is conformed too. I wish it were possible to assign collision to more than one item ( for example a shirt to collide with the human figure AND the pants he/she is wearing ) but each item can only collide with one other item in the scene.

    If you select the suit ( or just the shirt if it is a separate item )  you can then go to the top menu

    edit

          object

                  geometry

         and then there will be an option to 'add smoothing modifier'.

    Once you do this you will find additional options in the parameters : general section, including smoothing  and collision. If the clothing is already conformed before you add the smoothing modifier then the collision object for your garment will be set to the figure it is conformed to. The collision iterations will determine how many passes the algorithm applies ( lower numbers save time ).

    Collision will work fine on conforming items. It runs every time you adjust the figure, so in that sense it's 'dynamic' but not like  a dynamic clothing item.

    Once you have a good solution from the collision modifier, it may be possible to save it as a morph for you clothing but that's getting a bit complex.

     

     

    Cross posted, my apologies

    Post edited by background on
  • backgroundbackground Posts: 413

    It's important to note that smoothing and collision do slightly different thing, although both are invoked with the 'add smoothing modifier' menu item, smoothing and collision have their own parameters. Another option you might also want to look at if you're wanting smoothing  is subdivision.

  • DodgerDodger Posts: 304

    I actually seem to have fixed it with a push modifier with a weight map set to zero everywhere but at the elbow.

    Anybody want to beta test this one to see if I figured out how to package it up properly?

  • backgroundbackground Posts: 413

    I'd like to beta test it. I'll send you a PM.

  • MadaMada Posts: 1,991

    Dodger said:

    OK now getting the DAZ rigging done.

    I have to learn DAZ JCMs apparently because no amount of futzing with the transfered weight mapping is helping on the elbow.

    If you're making items with the aim to sell in the Daz store then yes you have to learn how to create JCMs (or CBS for Gen 9). Daz Studio uses reverse deformation when you import a JCM (and since the JCM already exists in the figure you can just replace it and don't need to create a new one). That means you can pose the figure - fix the poke through in a modeler and then import your morph with reverse deformation which will recreate the exact same look as in your modeler.

    Using a push modifier is not a great workaround, as soon as the user fills the modfier with zero weightmap its gone. The push modifiers are useful for when you have a dforce item with a bit of poke through, users can then go and paint the poke throughs away after simulation, same with general poke throughs when posing. A better solution would be to either fix with a JCM when the elbow bends, or to update your base mesh with that area moved outwards, same effect as what you get with the push modifier added but users can't accidentally remove it.

  • backgroundbackground Posts: 413
    edited May 2023

    Mada, I think if a user adjusts any random parameter on a bought item it's likely to create problems, so I'm not sure why push modifier is seen as particularly risky. Not argung, just trying to understand why push modifier is not a good workaround. I mean, a user could as easily turn off a jcm as turn off push modifier, or am I missing something?

    Post edited by background on
  • FirstBastionFirstBastion Posts: 7,762
    edited May 2023

    background said:

    Mada, I think if a user adjusts any random parameter on a bought item it's likely to create problems, so I'm not sure why push modifier is seen as particularly risky. Not argung, just trying to understand why push modifier is not a good workaround. I mean, a user could as easily turn off a jcm as turn off push modifier, or am I missing something?

     She is speaking as a PA who has made and sold many clothing products in the store,  and JCM are a standard method for correcting clothing issues like this. Its a fast permanent solution.

    Post edited by FirstBastion on
  • MadaMada Posts: 1,991
    edited May 2023

    background said:

    Mada, I think if a user adjusts any random parameter on a bought item it's likely to create problems, so I'm not sure why push modifier is seen as particularly risky. Not argung, just trying to understand why push modifier is not a good workaround. I mean, a user could as easily turn off a jcm as turn off push modifier, or am I missing something?

    JCMs are usually hidden, so its harder for a user to delete or zero. Not impossible, but not nearly as easy as with a push modifier.

    So lets say you're using a push modifier to fix poke throughs
    Drawback 1 - its always activated, even when the elbow is not bent
    Drawback 2 - There's going to be more JCMs that will have poke throughs, like when you bend the torso forward or backwards. Bending the arms up. So now you have a push modifier that's permanently pushed out in those areas, including when its not needed.
    Drawback 3 - you can't fix multi joint rotations with a push modifier - for example when you bend the arms forward and down - the only way to fix is to take it into a modeler and fix there, and then export as a jcm.
    Drawback 4 - once the push modifier is used to fix other poke throughs in a scene, you have to completely delete the outfit and load it again to get the original push modifier. You can't just select all the polygons and fill with a 0% map, because then you lose the poke through fixes.

    Those are just off the top of my head, I'm sure there would be more :)

    Post edited by Mada on
  • backgroundbackground Posts: 413

    Thanks for replying Mada. The drawbacks you list make sense, and I understand your reasoning now.

  • On the subject of Daz content for Space:1999, I know there's Moonbase Alpha set build parts out there, but the only ones I've found have been OBJ format that have to be imported into Daz to use them, and the size the various parts import at are all over the place, so I gave up on trying to use that one.  Has anyone made a set of Moonbase Alpha walls and furnitures like this that is already in Daz or Poser scene/prop format, ready to just load into a scene?  I notice that this site over here has detailed diagrams and pictures of what all the wall modules, computer panals, and stuff look like, and what they were meant to be used for.

  • DodgerDodger Posts: 304
    edited June 2023

    FirstBastion said:

    background said:

    Mada, I think if a user adjusts any random parameter on a bought item it's likely to create problems, so I'm not sure why push modifier is seen as particularly risky. Not argung, just trying to understand why push modifier is not a good workaround. I mean, a user could as easily turn off a jcm as turn off push modifier, or am I missing something?

     She is speaking as a PA who has made and sold many clothing products in the store,  and JCM are a standard method for correcting clothing issues like this. Its a fast permanent solution.

    https://en.wikipedia.org/wiki/Argument_from_authority

    I am not saying she's wrong, I am saying that that's not a reason she's right.

    Post edited by Dodger on
  • kyoto kidkyoto kid Posts: 41,057

    ...my kitbashed homage to U.F.O. 

     

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  • MadaMada Posts: 1,991
    edited June 2023

    Dodger said:

    FirstBastion said:

    background said:

    Mada, I think if a user adjusts any random parameter on a bought item it's likely to create problems, so I'm not sure why push modifier is seen as particularly risky. Not argung, just trying to understand why push modifier is not a good workaround. I mean, a user could as easily turn off a jcm as turn off push modifier, or am I missing something?

     She is speaking as a PA who has made and sold many clothing products in the store,  and JCM are a standard method for correcting clothing issues like this. Its a fast permanent solution.

    https://en.wikipedia.org/wiki/Argument_from_authority

    I am not saying she's wrong, I am saying that that's not a reason she's right.

    :)

    Post edited by Mada on
  • karlkarl Posts: 71

    Amazing stuff! I grew up on those series (probably why I'm an author of space opera now!)

  • backgroundbackground Posts: 413

    Mada said:

    Dodger said:

    FirstBastion said:

    background said:

    Mada, I think if a user adjusts any random parameter on a bought item it's likely to create problems, so I'm not sure why push modifier is seen as particularly risky. Not argung, just trying to understand why push modifier is not a good workaround. I mean, a user could as easily turn off a jcm as turn off push modifier, or am I missing something?

     She is speaking as a PA who has made and sold many clothing products in the store,  and JCM are a standard method for correcting clothing issues like this. Its a fast permanent solution.

    https://en.wikipedia.org/wiki/Argument_from_authority

    I am not saying she's wrong, I am saying that that's not a reason she's right.

    :)

    I know Mada is an expert on this stuff. I think I recall Mada being around from the early days of Willow and the P.F.O. 

  • DodgerDodger Posts: 304

    Having made a bunch of JCMs -- especially necessary for the next item in the list which was, needing a lot because the outfit has multiple layers

    Now they are not saving when I save the clothing. I mean, the morphs are saving no problem, but the ERC controllers are being left out.

     

  • DodgerDodger Posts: 304

    This seriously should not be this hard and also this should have complete documentation.

  • In the attributes for the link, in the Property Hierarchy, check what it is set to save with.

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 2,948
    edited August 2023

    Delete the geometry around the elbow? For this, you'd only need the figure's hands and head. There's a way to do that, isn't there?

    Post edited by TheMysteryIsThePoint on
  • I'm just chiming in to say I'm mad excited, being a crazy fan of season 1 of Buck Rogers (even though the writing got a bit uneven towards the end of the season, like you could see the writing on the wall of how they were gonna do wrong by Wilma in S2 but I digress...)

    Anyway I'll be watching this with great interest.

  • FSMCDesignsFSMCDesigns Posts: 12,755

    Old77School said:

    I'm just chiming in to say I'm mad excited, being a crazy fan of season 1 of Buck Rogers (even though the writing got a bit uneven towards the end of the season, like you could see the writing on the wall of how they were gonna do wrong by Wilma in S2 but I digress...)

    Anyway I'll be watching this with great interest.

    Agreed, but I am more excited about the BSG uniform!

  • MadaMada Posts: 1,991

    Dodger said:

    Having made a bunch of JCMs -- especially necessary for the next item in the list which was, needing a lot because the outfit has multiple layers

    Now they are not saving when I save the clothing. I mean, the morphs are saving no problem, but the ERC controllers are being left out.

    I have never run into that issue so not quite sure what's happening - but as a start I would do the ERC and then save the outfit with a completely new name so that DS creates a new data folder (there might be old info left in the current data folder).

    Also a tip - never delete anything from the data folder when you have the clothing item loaded in DS and then save, it will often unlink your morphs or write empty ones. Unload the outfit, delete the morph from the data folder and then reload the item. 

  • DodgerDodger Posts: 304

    Richard Haseltine said:

    In the attributes for the link, in the Property Hierarchy, check what it is set to save with.

    Oh geeze, I didn't mean to take so long. Did you ever think you'd replied to something and then realise a half a day later or more that, oops, so that was just imagination, you never did? Maybe it's just an ADD thing.

  • DodgerDodger Posts: 304

    Mada said:

    Dodger said:

    Having made a bunch of JCMs -- especially necessary for the next item in the list which was, needing a lot because the outfit has multiple layers

    Now they are not saving when I save the clothing. I mean, the morphs are saving no problem, but the ERC controllers are being left out.

    I have never run into that issue so not quite sure what's happening - but as a start I would do the ERC and then save the outfit with a completely new name so that DS creates a new data folder (there might be old info left in the current data folder).

    Also a tip - never delete anything from the data folder when you have the clothing item loaded in DS and then save, it will often unlink your morphs or write empty ones. Unload the outfit, delete the morph from the data folder and then reload the item. 

    It does save a scene fine with the ERC intact. Just not the clothing item.

    Also, having opened up the scene file in a text editor, the JCMs' ERC is contained within the G8M's body parts, not the jacket's.

  • DodgerDodger Posts: 304

    TheMysteryIsThePoint said:

    Delete the geometry around the elbow? For this, you'd only need the figure's hands and head. There's a way to do that, isn't there?

    I did already go past that and made JCMs, but I'm making this for distribution. For other people to use. I suppose it's possible to make a pose file that hides body parts, but I think it's generally seen as kinda tacky.

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