Forum: DAZ|Studio


Subject: Newbie question about the Transfer Utility and V6

ravenous opened this issue on Aug 15, 2014 · 10 posts


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.