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DAZ|Studio F.A.Q (Last Updated: 2024 Dec 01 2:17 pm)



Subject: Newbie question about the Transfer Utility and V6


ravenous ( ) posted Fri, 15 August 2014 at 9:09 PM · edited Sun, 01 December 2024 at 4:42 PM

Hello,

For the record, I did search the forum for Transfer Utility but didn't find anything related to my question. Maybe my search was too generic, I don't know. But I've got a hunch this question must have been debated a thousand times before.

I've been making content for V4 for years now. When V5 finally came out it started this whole debate about Genesis vs Poser compatibility. I kind of decided to ignore V5 until I could see where the discussion would land. Well, now we have Genesis 2 and V6 and I felt I've been ignoring it for too long. So I finally got around to experiment with it. Making content for Genesis 2/V6.

So, I did some speed modelling and made some kind of ugly one piece bathing suit for Genesis 2 Female. All the tutorials I found on how to rig clothes for G2 says just import the clothing obj and use the Transfer Utility tool. No grouping to body parts they way I used to do with V4, which sounded like a relief. So I simply used the Transfer Utility tool to make it to a figure. So far so good. I could make my bathing suit fit G2 Female and it conforms to her pose. I felt like a boss.

But...

Then I tried loading the V6 character instead. I tried fitting my bathing suit to V6. I admit it's a pretty cool feature that my bathing suit automatically tries to morph to V6 and all. Frankly, I have no idea how that works because with V4 I had to create every body morph manually if I wanted it. So the fact that DS do some magic auto fit was pretty cool. Only, it doesn't actually look very good. I end up with several poke-throughs here and there. And the bathing suit fits pretty badly around V6's breasts.

With V4, I would typically rememdy poke-throughs and other weird posing issue by manipulating the joint zones. And most often you end up making various fixup morphs when you simply can't make the clothing piece look flawless.

But as far as I understand, there are no more spherical joint zones and stuff with Genesis? Everything is supposed to be weight maps. So that's my question basically. My home made content looks pretty bad on G2 with the V6 character (fits weird in places and major poke-through issues). Where do I even begin to fix this?

Does one simply create custom V6 fixup morphs that the end user needs to dial? Or is it a matter of moving the joints around? Could it be a weight mapping problem?


Razor42 ( ) posted Fri, 15 August 2014 at 9:24 PM · edited Fri, 15 August 2014 at 9:25 PM

V6 and other G2F character will need custom FBM's made for the clothing piece if the autofit isnt right. Generally autofit does a servicable job, but for a commercial product FBMs (Full Body Morphs) should be created for the major characters.

An FBM is a morph that dials into the clothing piece automatically when the character is dialed in to allow any distortions to be controlled to area's where they are least visible.

You may also need to custom adjust weight maps on area's of a clothing item to get better bends around problems area's like the hip.



SickenlySweete ( ) posted Sat, 16 August 2014 at 1:35 AM

First you model against the base genesis2 figure, then if you do the transfer utility  you see it gets it close.

Next you would want to apply a smoothing/collide against,this helps with poke thru.

Next if you dail v6 in it will change to this figure, but you may also need to open the joint editor and adjust this and its falloff. You then need to open the weightmaps and adjust or create them.

 

www.bloodyrosesdesigns.com

 

http://www.aldaraproject.com/aldara/

http://www.dreamslayervisions.com


SickenlySweete ( ) posted Sat, 16 August 2014 at 1:40 AM

Try reading this

http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/basics_initial_rig_with_transfer_utility/start

www.bloodyrosesdesigns.com

 

http://www.aldaraproject.com/aldara/

http://www.dreamslayervisions.com


ravenous ( ) posted Sat, 16 August 2014 at 12:23 PM

Quote - V6 and other G2F character will need custom FBM's made for the clothing piece if the autofit isnt right. Generally autofit does a servicable job, but for a commercial product FBMs (Full Body Morphs) should be created for the major characters.

An FBM is a morph that dials into the clothing piece automatically when the character is dialed in to allow any distortions to be controlled to area's where they are least visible.

You may also need to custom adjust weight maps on area's of a clothing item to get better bends around problems area's like the hip.

Thanks! It all makes sense, then it kind of works exactly like making content for V4.

Are there any well known software for adding character and FBM morphs for Genesis 2? For V4 there's maybe three, four plugins or programs that everyone use to create FBM:s and the most common character morphs such as Aiko, The Girl etc.

Myself, I use Clothing MorphKit for V4. Which is a poser plugin, and would obviously not work with Genesis. But with MorphKit I can easily add FBM:s suchs as Amazon, Body Builder etc to any kind of content. Is there anything like that for V6 and G2F body morphs?


ravenous ( ) posted Sat, 16 August 2014 at 12:33 PM

Quote - First you model against the base genesis2 figure, then if you do the transfer utility  you see it gets it close.

Next you would want to apply a smoothing/collide against,this helps with poke thru.

Next if you dail v6 in it will change to this figure, but you may also need to open the joint editor and adjust this and its falloff. You then need to open the weightmaps and adjust or create them.

 

Actually, when I model against G2F it also fits perfectly to G2F when I use the Transfer Utility. But when I load V6, that's when it starts to look weird. So I assume I would have to make my own custom V6 morph before fitting it to V6, or DS is going to use it's own auto fit and mess it up?

Or, indeed play around with joint editor and see if I can make it fit better after auto fit. I'm mostly curious of how the "pro" vendors go about it. Do they use some kind of morphing software when they make content, or do they rely on the built in features and joint editor in DS?


SickenlySweete ( ) posted Sat, 16 August 2014 at 3:10 PM · edited Sat, 16 August 2014 at 3:11 PM

Are there any well known software for adding character and FBM morphs for Genesis 2? Its already inside ds!

Try doing transfer active morphs after dailing in v6.

www.bloodyrosesdesigns.com

 

http://www.aldaraproject.com/aldara/

http://www.dreamslayervisions.com


RHaseltine ( ) posted Sat, 16 August 2014 at 5:06 PM

Transfer Active Morphs is mainly for legacy figures - in effect it's on permanently with TriAx figures such as G2F and is what provides the first approximation fit. Be aware that using the Smoothing Modifier can be problematic in at least a couple of respects - it isn't supported by the DSON Importer for Poser, and it will (depending on settings) tend to wash out the effect of any morphs you want to apply. What you can do is fit the item to the morphed G2F, apply a smoothing modifier if that helps, hide G2F so only the clothing is displayed, export as OBJ and use that as the starting point for a custom morph. However, look at your model in one of the wireframe modes to make sure the pokethrough isn't due to a lack of resolution, or resolution in the wrong place, in the clothing - if it is, morphing and smoothing aren't going to help and you may need to modify the mesh (if you run into this with a more complex model, where you've edited the weights and then find you need to tweak the mesh, remember that you can use the clothes with the tweaked weights and the base mesh as the Source in Transfer Utility and the modified mesh as the target so that you don't start from scratch again).


ravenous ( ) posted Wed, 20 August 2014 at 10:35 PM

Quote - Transfer Active Morphs is mainly for legacy figures - in effect it's on permanently with TriAx figures such as G2F and is what provides the first approximation fit. Be aware that using the Smoothing Modifier can be problematic in at least a couple of respects - it isn't supported by the DSON Importer for Poser, and it will (depending on settings) tend to wash out the effect of any morphs you want to apply. What you can do is fit the item to the morphed G2F, apply a smoothing modifier if that helps, hide G2F so only the clothing is displayed, export as OBJ and use that as the starting point for a custom morph. However, look at your model in one of the wireframe modes to make sure the pokethrough isn't due to a lack of resolution, or resolution in the wrong place, in the clothing - if it is, morphing and smoothing aren't going to help and you may need to modify the mesh (if you run into this with a more complex model, where you've edited the weights and then find you need to tweak the mesh, remember that you can use the clothes with the tweaked weights and the base mesh as the Source in Transfer Utility and the modified mesh as the target so that you don't start from scratch again).

I understand the process as you describe it. What concerns me is that it sounds complicated. As in a lot of work. Just to rule out any mesh resolution issues you described I actually took the time to model a pair of high resolution panties for G2F (which I intend to fit on V6). After using the Transfer Utility and then trying to fit them on V6 I still get poke-throughs. I then have to assume that this is what I can expect in the future, if I want my content to look good on V6 I really need to make custom morphs. It just doesn't sound...right, somehow.

Let me simplify the steps I usually make using clothes for V4 first...

  1. Model your item on V4
  2. Import your item (.obj) in Poser
  3. Rig your item (Essentially load V4's skeleton, which is similar to the Transfer Utility)
  4. Item is always going to look awesome on V4 with zero pose (It was modelled for V4 after all)

From what I understand, these would be the steps to model clothes for V6

  1. Model your item on G2F
  2. Import your item (.obj) in DS
  3. Rig your item (Transfer Utility, from G2F to item)
  4. Load V6 and fit your item. If you're lucky your item will look ok on V6, but most likely not perfect. So you might as well skip this step and go to 5.
  5. Reshape your item to a V6 template in your modelling software. Export and then make a custom V6 FBM in DS with your new .obj

Depending on how complex your piece of clothing is, step 5 will be very time consuming. Reshaping the mesh and dragging vertices could be almost as time consuming as making a new model from scratch. Not to mention the V6 body morphs, I can only assume they won't be perfect either by default. Meaning I'd have to make custom morphs for each body morph on my content in most cases.

I'm sorry if I sound stupid, but making content for V6 is completely new to me. I just want to wrap my head around it. I think my main problem here is that I think like a vendor. I assume people want content for custom figures (V6, Aiko6 etc) and rarely use the basic G2F basic figure. So, modelling content for the basic G2F and then reshape your model to fit V6/A6 which you actually want seem crazy time consuming.


RHaseltine ( ) posted Thu, 21 August 2014 at 8:23 AM

Try, instead of loading V6, just setting the V6 morph on G2F. You really shouldn't be having that degree of trouble on a form-fitting garment with a reasonable resolution. One shortcut you can take if you do need to create a custom morph, at least with respect to poke-through, is to apply a Smoothing Modifier (from the Edit>Figure>Geometry menu), set G2F as the collision target, and - assuming that deals with the issue - hide everything but the clothing, with the figure zeroed other than the morph (make sure you zero any scaling set by the morph), and export as OBJ then load the result as a morph or tweak it further in your modeller.


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