question about creating clothes
Hi! I al trying to create a cloth for G8M by following this tutorial: https://renderguide.com/how-to-make-and-edit-daz-studio-clothes-in-blender/. I am to this part:
Having my cloth selected, I did Edit -> Object -> Geometry -> Add Dforce Modifier: Dynamic Surface. When I read the tutorial, I have the impression that it should be enough to make to cloth following the charater, but when I give a pose to the character, the cloth doesn't follow it. Could you help me, please?
Thank you in advance!
Comments
dForce is a physics system, so you need to simulate it in order to see the results. If you don't already have it open, open up the Simulation tab and hit Simulate. If you want the clothing to follow the figure while you're posing it, what you want is rigging, not dForce, and you should look into the Transfer Utility.
Thank you very much! I tried, but it doesn't work correctly. In fact, since it was simplier to create the cloth from a T-posed character, I posed the G8M in T before importing it into Blender. Then, I created the cloth with a T-pose, and imported it into DS, still having my G8M in T-pose:ose:
I don't know if it can explain the issue that I am encountering, but when I use Transfer Utility, I get that:
Was it a mistake to use the T-pose to create the cloth? Is it better to use the default pose?
Thank you in advance!
Yes it is best to model against the base character in default pose.
With your t-shirt you can in Transfer Utility set shape to current for character, and tick Reverse Source Shape from target (clicking More...)
Ah, thank you, it perfectly works, now! After that, if I want to save it, have I to use Save As -> Support Asset -> Figure/Prop Asset, Save As -> Support Asset -> Dynamic Cloth Asset, or Save As-> Wearable Presset? When it will be saved, when I will load it on a new G8M charater in the default pose, will the cloth pose automatically correspond to the charater pose?
It's the first time that I create a cloth, so I don't know well how it works...
Thank you in advance for your answer!
Did you use a morph to get the T pose or did you literally pose the figure? Reverse Deformations won't help with the latter, but you can use Bake rotations to make the system think that the T pose is zeroed and rig from that, then repose to go back to the regular pose and bake the clothing's rotations to get a version that fits the egular figure. In gernal working on the true default pose will be easier.
On fact, I fisrt posed the the figure, but after, I imported it as an obj file and reimported it as a morph by Morph Loader Pro. I did that because when I just posed the figure and sent it to Blender, I don't know why but the arms was upper in Blender than in DS, it was more like a Y pose... So, I dialed the arms in DS less up, and sent it to Blender, where I had an actual T pose. After that, I saved the T posed G8M as an obj file, and reimporeted it to DS as a morph by Morph Loader Pro.
That sounds as if the lifted arms were already in effect when you loaded the morph - I think recovering from that will be tricky, it would probably be better to use Blender to rshape the emsh to fit the base pose.
Ah ok, thank you very much!
Hi! I modified my cloth to make it for the default pose, but I have some issue with other poses. Depending on the pose, parts of the cloth are broken, or the normal map that I used in the material doesn't works correctly:
Could you tell me how to fix it, please?
Thank you in advance!
The "broken" part looks like a rigging issue, that might be as simple as hitting it with the smooth brush to correct. I don't know exactly what that texture is supposed to look like, but it doesn't look to me like it's just the normal map getting messed up, but all the textures stretching. That might have to do with the construction of the outfit, in which case stretching might be unavoidable, but it might also be UV mapping, with possibly some flipped normals on the geometry or just suboptimal topology.
Actually, on second look, I'm not sure the normal map ISN'T working correctly on the bottom - or rather, I'm not sure it's working any differently than it is on the upper part of the garment, because I can see a similar sort of....propellery pattern on the chest.
1. With poses, you need to necessarily fix corrective morphs on the dress, like the "broken issue / mesh deformation" issue in your 1st screenshot... when Collar / Shoulder bend up, and/or add dForce capability as needed.
2. As for the deformed mesh in the crotch area... if you don't find this issue with A-Pose, you also need to fix corrective morph for thighs Bend and/or Side-Side.
3. As for the texture issue, where did you do UV Unwrap... Blender ? Better show its UV map, as well as how the texture looks in A-Pose...
Besides, I recommend a tutorial series from Mada: https://www.youtube.com/watch?v=Ii16tUmLzD8&list=PL2SdKrOTXeXA1qMgNE84AsM8_Wq63gOBF You better first of all understand the typical workflow of make clothing in DS...
Thank you very much! Here is what it looks like in A pose:
I is needed to zoom to see the normal map effect. Even here, it may be difficult to see...
Here is screensjots og thje geometry and tghe UV (I din't know why, but I can't see the UV in DS, only in Blender):
You mean I should import back the cloth to Blender with the pose and correct the default directly on this pose? After that, would I have to import back to DS on this pose as a morph with Morph loader Pro?
Could you tell me how to create a corrective morph, please? I never did that, so I don't know haw it wrks... For the Dforce, I tried to add Dynamic Surface, but it didn't fix the issue. What should I have to do?
For now, i didn't unwrap by myself, I let the default UV in Blender. More precisely, I don't know if it can help, but I originally create this cloth for MakeHuman, from the MakeCloth helper by combining the t-shirt and the skirt, and making some changes. But in fact, I had never been able to make it work in MH because the mesh was broken (much more than that!) already in the T-pose, and I had no knoledge enough to fix it. To use it in DS, I used the Wrap lattice node to adapt the shape to G8M (that is why I first used a T-pose on G8M). And to obtain the A-pose, I re-used again a lattince node to convert T-pose into A-pose. After that, I used a brush node in Wrap and I sculpted a bit in Blender to fix some issues from the conversion...
I don't know if it could explain the issues that I have now in DS...
Edit:
I am testing different pose, and I can see that there are iisues for many of them; for example:
Do you think that i should create one corrective morph by pose, or would it be possible to fix all the issues in the same time?
Thank you very much! I will look at here!
That last pose exceeds the limits of what rigging can possibly do. Rigging tells an object how to follow certain bones, but it can't make it actually react to physics or behave like cloth; you'd need a dForce simulation for that. As for the previous screenshot, you might want to load up some dresses/skirts from the store and see how they're rigged, because you'll see that the weights are a lot more blended than default Transfer Utility rigging. TU can give you a good starting position, but it will never be the final result, and you'll need to do some weight editing.
1. Firstly, that seems not a good UV mapping to me (splitted into 2 pieces...). I have no idea about MakeHuman / MakeCloth but you better consider re-unwrapping a new one...
2. Using a A-Pose to make clothing is always better than using a T-Pose wherever in MD, Blender... etc
3. As for fixing corrective morphs, there're comprehensive tutorials in the youtube link I posted to you.
Ok, I will try, thank you very much.