boudicca36 opened this issue on Mar 17, 2016 ยท 103 posts
boudicca36 posted Thu, 17 March 2016 at 6:07 PM
Hi all, I have uploaded a .pdf tutorial today. It is a brief workflow from converting a .cr2 legacy clothing item to a Dynamic Clothing piece using the delightful script sold here at Renderosity. [for Daz Studio]. The tutorial concludes with a brief look at animating the figure too.
I work with Daz Studio 4.6 and Hexagon.
ldgilman posted Thu, 17 March 2016 at 8:19 PM
Thank you, I have downloaded and hope to look at it soon.
Lobo3433 posted Thu, 17 March 2016 at 8:59 PM Forum Moderator
Thank you so much boudicca36 I have many of your tutorials saved they are some of the best written tutorials that I have come across
Lobo3433
Blender Maya & 3D Forum Moderator
Renderosity Blender 3D Facebook Page
boudicca36 posted Fri, 18 March 2016 at 5:16 PM
ldgilman posted at 5:15PM Fri, 18 March 2016 - #4261577
Thank you, I have downloaded and hope to look at it soon.
You're welcome.
As with anything 3D, learning "how to" involves also "doing" ... I highly recommend picking something "easy" to start with, no buttons, etc.
boudicca36 posted Fri, 18 March 2016 at 5:20 PM
Lobo3433 posted at 5:16PM Fri, 18 March 2016 - #4261583
Thank you so much boudicca36 I have many of your tutorials saved they are some of the best written tutorials that I have come across
You're welcome and thank you for the feedback :-) I do my best. I know how frustrating it can be trying to learn how to do something "missing a vital step" so I actually work through the projects while making the tutorials. Several of my followers have vision problems and some of course speak first other languages so always "lots of pictures" ;-)
UVDan posted Fri, 18 March 2016 at 8:03 PM Forum Moderator
Thank you for making this available.
Free men do not ask permission to bear
arms!!
boudicca36 posted Sat, 19 March 2016 at 9:44 PM
You're welcome UVDan.
I see that the re-up of the Dynamic Hair tutorial is now available too. One can have a lot of fun with that script.
................................
WIP at present is a new tutorial on making new uv sets. It might be appearing in parts though as the actual working through is rather time consuming.
boudicca36 posted Mon, 21 March 2016 at 8:37 AM
Okay I have started the Making New UV Sets tutorials. First one is uploaded, 2nd awaiting approval atm. btw some of my tutorials may or not have a grammatical error or 2 'cause proof-reading one's own work is not the best check system. So kindly pardon those.
boudicca36 posted Wed, 23 March 2016 at 5:59 PM
Rather frustrating day working on this today. The idea of having V4 and G3 in Hexie apparently overloaded Hexie, so then I tried with a duplicate section of G3 with the stretched texture on [have to rename that shading domain]. That worked for abit but there is something about the Genesis 3 mesh that Hexagon does not fully accept and the inevitable crashes started happening. I tried about 3 kinds of work-a-rounds and oh well. Maybe another day ... Genesis 3 was made to have a very different type of uvmap in the first place and Hexagon was made a long time ago. It could be that in more up-to-date modelers the project could work. I hope so for the sake of those that wanted this so much.
boudicca36 posted Thu, 24 March 2016 at 11:27 AM
One leg almost done! At this rate could be awhile and it won't be perfect. Where there is too much difference in the mesh, I'll aim for ease of texturing, after all the concept is of course that clothes should be worn lol ... - unsolicited plug for the clothing creators ;-)
Taking a break for the holidays ... blizzard blowing through the city, has downed power in places, "Happy Easter" all.
boudicca36 posted Tue, 29 March 2016 at 3:12 PM
Snow is gone again ... wonderful "spring" ;-)
Okay ... have in the pending basket a brand new tutorial about "Making Clothes for G3" as in Genesis 3F and 3M. This is aimed at being a beginner's type tutorial so no, not touching any of the troublesome topics found with the G3 figures. No pants. If you really want decent pants on G3M for "extreme poses", back to skin clothes.
I don't know how touchy the 'nudity' flags are here so I have that set. If one has an issue with nude figures, one should find another hobby.
boudicca36 posted Wed, 30 March 2016 at 10:35 PM
? no way to edit posts ? Okay ... update, the "Making Clothes for G3" is now available. WIP [work in progress] "Making Scarves" for any figure, using a starter scarf created using the script for making dynamic clothing in D/S. Starter scarf is just a side from a plain cube square with a number of sub-divisions. In other words, a small flat square plane. Make something similar to follow the project. Have some poses in mind for the desired figure too.
Jules53757 posted Thu, 31 March 2016 at 3:01 AM
Thanks for the update.
Ulli
"Never argue with an idiot. They drag you down to their level and beat you with experience!"
boudicca36 posted Thu, 31 March 2016 at 11:51 AM
Okay :-)
2 Tutorials in the pending basket now :-)
First is the one for "Making Scarves" as mentioned earlier. Project walk through. Bonus section for some tips in using the Dynamic Plugin included in D/S.
The 2nd tutorial is also a bonus, "Making UV Sets for our Scarves". End result is to have multiple uv sets to select from [if so desired].
Jules53757 posted Thu, 31 March 2016 at 12:12 PM
One is approved, the other one tomorrow. Thanks for contribution.
Ulli
"Never argue with an idiot. They drag you down to their level and beat you with experience!"
boudicca36 posted Thu, 31 March 2016 at 12:43 PM
Thank you :-)
Jules53757 posted Thu, 31 March 2016 at 1:02 PM
You're welcome
Ulli
"Never argue with an idiot. They drag you down to their level and beat you with experience!"
boudicca36 posted Sat, 02 April 2016 at 12:07 PM
Important update of information with regards to re-arranging the uvmaps for Genesis 3 figures. Tutorial is in pending basket.
Working with the uvsets this way should help Hexagon get over a few memory hang ups or whatever that causes crashes. Keep in mind that the Genesis 3 figures have a very much more up-to-date type of uv mesh created long after the program Hexagon was. So all things considered, Hexagon is doing wonderfully well.
Jules53757 posted Sat, 02 April 2016 at 1:29 PM
It's out of the basket, Thanks for that.
Ulli
"Never argue with an idiot. They drag you down to their level and beat you with experience!"
boudicca36 posted Sat, 02 April 2016 at 8:44 PM
You're quite welcome :-)
Lobo3433 posted Sun, 03 April 2016 at 9:02 AM Forum Moderator
Just curious boudicca36 are you running Hex from with in the default install location? When I started using Windows 7 I installed to the root of the C; drive instead of Program files and that has minimized my occurrences of crash to a bear minimum and also running that large address aware utility that is still floating around on the net just a FYI that might help with the crashing.
Lobo3433
Blender Maya & 3D Forum Moderator
Renderosity Blender 3D Facebook Page
boudicca36 posted Mon, 04 April 2016 at 8:38 AM
Lobo3433 posted at 8:26AM Mon, 04 April 2016 - #4263925
Just curious boudicca36 are you running Hex from with in the default install location? When I started using Windows 7 I installed to the root of the C; drive instead of Program files and that has minimized my occurrences of crash to a bear minimum and also running that large address aware utility that is still floating around on the net just a FYI that might help with the crashing.
Myself I'm not having many issues with crashing - and when it does it is for "reasons" it may or not disclose. After one of the previous video card updates crashes became very much less an issue. Since a few horror stories have come out more recent ones, that computer is now "offline" totally, no more updating anything. I bring up some matters to avoid crashes in the tutorials because beginners do tend to crash the program more often than seasoned users. It is not very forgiving with boo-boos.
Good point about location because yes it works better when NOT in the official program folders. Mine is in "C" too. There are a couple of utilities, one is L.A.A. and the other escapes memory at the moment. Either one appears to help a little and neither did harm.
...........................
2 more tutorials are WIP. One is an introduction to the topic of legacy rigging of clothing in D/S4.x. One is concerning the MorphManager solely for the creation of "blank" .cr2 figure files which are required for the making of clothing. IF I can release an .exe file here, then I can upload MorphManager with the tutorial.
Lobo3433 posted Mon, 04 April 2016 at 11:46 AM Forum Moderator
I know that MorphManger is a freebie but no the uploading of the exe here would be a no no. But if they do a google search it does come up as available at Morphography website which is a safe site to download it from you can also include a read me file inside of your zip with a link to where to download it to and that would not be an issue but like I mentioned with the actual .exe inside your zip we would not be able to approve it. Hope this helps
Lobo3433
Blender Maya & 3D Forum Moderator
Renderosity Blender 3D Facebook Page
boudicca36 posted Mon, 04 April 2016 at 4:58 PM
Lobo3433 posted at 4:54PM Mon, 04 April 2016 - #4264106
I know that MorphManger is a freebie but no the uploading of the exe here would be a no no. But if they do a google search it does come up as available at Morphography website which is a safe site to download it from you can also include a read me file inside of your zip with a link to where to download it to and that would not be an issue but like I mentioned with the actual .exe inside your zip we would not be able to approve it. Hope this helps
Okay, not surprized but was hoping ;-) It is one of few that actually say with it that we can redistribute it. DA doesn't let pass zips with exes either. Proof reading tomorrow and maybe uploading depending upon the weather of course.
edit to add: That's the place! M also has some quicksuits and quickdresses for those wishing a starter suit.
Lobo3433 posted Mon, 04 April 2016 at 8:31 PM Forum Moderator
He still keeps many active links to some great info I am glad he has kept that site running for oh I do not know how many years
Lobo3433
Blender Maya & 3D Forum Moderator
Renderosity Blender 3D Facebook Page
boudicca36 posted Tue, 05 April 2016 at 8:30 AM
Tutorial in pending basket :-) And the link for the other one on Morph Manager with the utility is on the product description page at DA. There's also a link for a Video tutorial on making your own blank.
Lobo3433 posted Tue, 05 April 2016 at 9:37 AM Forum Moderator
Just approved again thank you boudicca36 for all your great tutorials
Lobo3433
Blender Maya & 3D Forum Moderator
Renderosity Blender 3D Facebook Page
boudicca36 posted Tue, 05 April 2016 at 10:07 AM
You're quite welcome.
Have a few dillies wip.
Lobo3433 posted Tue, 05 April 2016 at 3:37 PM Forum Moderator
I know from Daz Studio there is the option to send to Hexagon just curious for your opinion I usually work more often in Blender and I remember a tutorial that i rewrote using Blender instead of hexagon Create Clothing Manikin/Doll In Blender can be found in the standard Tutorial section under Blender here on the site https://www.renderosity.com/mod/tutorial/?section_id=14 my question is making a such a Manikin/Doll still a good rule of thumb or has it become somewhat obsolete as far naming all the body groups and such? Just interested in your opinion on the matter.
Thanks in Advance
Lobo3433
Blender Maya & 3D Forum Moderator
Renderosity Blender 3D Facebook Page
boudicca36 posted Wed, 06 April 2016 at 9:24 AM
Lobo3433 posted at 9:05AM Wed, 06 April 2016 - #4264323
I know from Daz Studio there is the option to send to Hexagon just curious for your opinion I usually work more often in Blender and I remember a tutorial that i rewrote using Blender instead of hexagon Create Clothing Manikin/Doll In Blender can be found in the standard Tutorial section under Blender here on the site https://www.renderosity.com/mod/tutorial/?section_id=14 my question is making a such a Manikin/Doll still a good rule of thumb or has it become somewhat obsolete as far naming all the body groups and such? Just interested in your opinion on the matter.
Thanks in Advance
It depends upon which rigging system one is aiming for. I call those "clothing dummies" ... and it helps to have one. Yes one can model on the real figure however that takes more memory. Memory is precious in Hexagon. Having separate body part Shading Domains is handy for quickly seeing exactly which bone areas will be affecting one's creations. To avoid just crossing section lines is helpful for avoiding rigging issues. Once one has one made, one does not have to keep remaking it. One can keep a collection of "clothing dummies" in a folder for such. It is very easy to select "all" the model's faces and make them into "one" shading domain. I tend to do that near the end of a project to check for poke through. Make the dummy red, the clothing yellow ... or some combination of extreme contrast to quickly spot poke through.
Then if the clothing is headed for triax rigging ... one can make the uvmap, unfold it, then apply shading domains/materials as they please for the garment [in Hexagon within its rules for such of course].
If the clothing is headed for legacy rigging ... it then has to be "one piece" of mesh [no groups] BUT all the areas for EACH bone MUST be assigned their own Shading Domain and material named EXACTLY as the corresponding bone. This is to preserve sanity when working on it next in D/S.
In today's upload concerning Legacy Rigging of a Figure in D/S, I cover "grouping in D/S" ... clothing headed for legacy rigging would be worked on in the same manner however there is a nifty short cut [sort of] for getting the group areas marked prior to this stage. [that tutorial is in the planning stage atm]
Lobo3433 posted Wed, 06 April 2016 at 4:04 PM Forum Moderator
Thanks for the new tutorial and for the information you shared very much appreciated
Lobo3433
Blender Maya & 3D Forum Moderator
Renderosity Blender 3D Facebook Page
boudicca36 posted Wed, 06 April 2016 at 5:52 PM
You're quite welcome. ;-)
boudicca36 posted Sun, 10 April 2016 at 10:53 AM
This comes under "I can't believe they did this but hay, ..." we should know by now. Apparently something that was possibly borked who knows, BUT we found a nifty work a-round resulting in nice legacy clothing that did not come apart all over the place SO "they fixed it".
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Sigh,
In 4.6 apparently yes it is now reading the grouping from Hexagon in the Figure set-up tab so no we do not have to rename groups with the geometry/polygon editor stuff [and then redo the surfaces to some sensible names] just to make a DS export of the .obj for to rig - because it is no longer "grouping" from its own exports this way, it is reading the original Hexagon grouping no matter what. Thanks.
Right ... now, one can make the Genesis clothing item, put its shape to V4, hide Genesis, export out that .obj file - so it will be basically grouped - in the modeler get the bone groups properly named and export out that again. Then try for something of a legacy rigging using the V4blank template. Good luck with that. No matter how I adjusted the bone thingies, little happened. You see rigging can cause poke through so adjusting the rigging on the clothing can also revert that. But not today. Maybe not with 4.6. I will hazard a guess that the process has been fixed repeatedly with each release. Some were accepting those exp things, some were not. Some hint that they can use the exp things, others claim otherwise. Hmm ... you know, I think I have 4.5 kicking around somewhere. And 3 for that matter.
One can take the clothing from Genesis shaped as V4 over the bridge to Hexagon [so it is one piece] import in a V4 clothing dummy and smooth it to look better on V4. Remove the original from D/S, send the smoothed V4 clothing item over the bridge and then export that .obj out [so it will be large again]. It will be one piece and require grouping in a modeler. Then to be imported into the Figure Setup Tab and rigged with the V4 blank.
It is time now to convince some nesting pigeons to move on. Cheers ;-)
boudicca36 posted Mon, 11 April 2016 at 11:39 AM
Update: The aforementioned workflow is now a set of images. Waiting to be glued into a .pdf etc.
I don't know if anybody has noticed but such as "modeler" "modeller" get spelled the way they do is because of the software programs I'm using ;-)
boudicca36 posted Tue, 12 April 2016 at 7:44 AM
In the pending basket, Rigging Legacy Clothing in D/S. Project walk through for making a legacy rigged clothing item from a triax edition [something for V4 from something for Genesis]. Remember to save the new .obj into a Geometries sub-folder and the .cr2 to the Characters [figures] folder ;-)
Jules53757 posted Tue, 12 April 2016 at 8:44 AM
Are you sure there is something in the basket?
Thanks for the contribution
Ulli
"Never argue with an idiot. They drag you down to their level and beat you with experience!"
boudicca36 posted Tue, 12 April 2016 at 5:57 PM
It escaped! lol ... you're welcome, enjoy.
boudicca36 posted Wed, 13 April 2016 at 7:59 PM
With regards to the Legacy Rigging of Figures, IF in the geometry tab it comes in as "one", then the grouping would have to be done as before, in the modeller. [see Rigging Legacy Clothing if need be for ideas on how to].
Have in the proof-reading basket another tutorial for making a curtain prop from a "line". While I have used Hexagon, it is not reliant on the bridge.
boudicca36 posted Thu, 14 April 2016 at 6:32 AM
Tutorial in the Pending Basket ;-)
Making a curtain from a line. I'm using Hexagon but the concept works in other modelers too. Project walk through from making the curtain to making 2 types of props in D/S and one morph. Not covered but is easy enough to do would be making a poser prop in Poser from the creation as well as with any other such type program. Carrara comes to mind.
boudicca36 posted Thu, 14 April 2016 at 2:43 PM
It's available now, thanks to whoever for releasing it.
Jules53757 posted Thu, 14 April 2016 at 5:11 PM
The Freestuff staff is proud to support your contributions, thank you
Ulli
"Never argue with an idiot. They drag you down to their level and beat you with experience!"
boudicca36 posted Fri, 15 April 2016 at 7:33 AM
Jules53757 posted at 7:32AM Fri, 15 April 2016 - #4265584
The Freestuff staff is proud to support your contributions, thank you
You're welcome, it's nice to be appreciated ;-)
boudicca36 posted Tue, 19 April 2016 at 11:16 AM
Made a discovery in creating some "dynamic" mesh.
Holding this top together is ONLY one dot each side. The cloth was worked up from a circle line with the mesh either going to the front or the back.
boudicca36 posted Fri, 29 April 2016 at 10:05 AM
The tutorial and mesh for the top have been out for awhile now.
Next on the agenda was to try "geografting". VERY basic, no extra bones. Something like sticks, oops, antenna. Now "once upon a time" geografting worked a certain way, then programs changed and so did workflows, a little bit. So what further changes may or not have happened concerning geografting, it is good to understand that tutorials are guidelines, in order to create "anything", one has to also "think". Now, I could put together a rather convoluted tutorial showing everything that goes wrong if one does a whole bunch of different things, or just show a way that works. That is preferable in my books for this topic.
"in a nutshell" ~ for those in a hurry ;-)
Genesis is the preferred figure for learning with. Genesis 3 is NOT.
So the tutorial is using Genesis 1 BASE Resolution. Export out an .obj.
In the modeler, select the required loop of faces to get the base for the graft and copy/paste those. Done with the figure model, delete it.
Only draw up a line of mesh inside the looped faces to start the antenna.
Then move the UVMAP for this new mesh "separate" from the graft's. MANUALLY add seam and unfold that.
Then carefully extract more tessellation lines on the antenna ONLY.
When done, with only the antenna in the program, export out the new .obj file. Wash as necessary.
Then in D/S load the BASE Genesis [option on Parameter Tab].
Import in the new antenna. Make it clothing to the "present NOT default" Genesis.
Then on Genesis select those looped faces which conflict with those on the base of the antenna and right-click, select the appropriate option for geograft. [on other computer]. Then again but maybe also including the inner face(s) to have them "hidden".
Then "unfit" the antenna from Genesis. Then "Fit" the antenna to Genesis.
And the geograft should be "glued" to Genesis. [morphing Genesis should not be causing broken seams to appear]
Then with no morphs applied to Genesis, select GENESIS and return it to "High Res". The antenna should automatically go to HiRes too and still be glued to Genesis.
THEN select the antenna and File > Save As > Figure/prop > to an appropriate folder under People > Genesis > Scifi or whatever ...
boudicca36 posted Sat, 30 April 2016 at 12:06 PM
Basket beeping!
boudicca36 posted Sun, 01 May 2016 at 6:11 PM
And it's loose!
btw - I tried adding a leg to the Horse2 and was able to add a leg which appeared to be properly welded. However getting such an item properly rigged would be a challenge.
boudicca36 posted Wed, 04 May 2016 at 9:27 AM
Tested out the geo-graft workflow on G3 figures, for minor things seems to work fine providing one is not at a point of where the morphs pull the mesh to start with. I made a couple of "patches" for the belly button areas of G3M and F, they are presently available at DA. If said area was one row around smaller, then the sides would gap.
boudicca36 posted Sun, 08 May 2016 at 8:52 AM
Given the number of folk trying to get lines back to the ancient ones, rather surprising lack of interest for those patches, they have been retired. Whoever downloaded one of each, you have a free exclusive except for me of course ;-)
Okay ... in the pending basket is a tutorial covering how I've dealt with one set of "duplicate error" messages for Genesis. When the problem first cropped up, Richard kindly provided a script to deal with them. I chose to ignore the messages OR delete the items causing the messages. Over time decided to keep this one set of morphs and finally had some time to "re-make" them so re-saving them would in itself fix this error message. Tutorial provided "as is", it may have some "how to" ideas of interest to some. Do NOT use this method to try "fixing" any $$$ morphs!!!!! Do NOT use this method to try "fixing" any MCM or JCM morphs either. If in doubt, don't.
boudicca36 posted Fri, 13 May 2016 at 6:17 AM
Next in the pending basket is a tutorial for putting some Garibaldi "fur" on geograft items like a tail. The tail has already been released and is available. There is an important note concerning saving the "wearable preset" for such on geograft items - if not done correctly mesh would be included in the package which is totally not to be done esp. if redistributing the presets.
Jules53757 posted Fri, 13 May 2016 at 1:27 PM
Sorry, I found nothing in the basket
Ulli
"Never argue with an idiot. They drag you down to their level and beat you with experience!"
boudicca36 posted Fri, 13 May 2016 at 8:39 PM
Might need to look again It's not a tutorial this time though, just some leggings for Genesis.
Lobo3433 posted Mon, 16 May 2016 at 11:33 AM Forum Moderator
Hi boudicca36
I have been meaning to ask this but always seems to always slip my mind when I am jumping thru threads. since Daz Studio sort of changed their folder structure which is no longer similar to the Poser folder maybe you can do a short tutorial on how or which is the best way to set up a folder structure if you want to distribute items for Daz Studio would really find it useful and you have such a great way of explaining things clearly.
Thank you in Advance
Lobo3433
Blender Maya & 3D Forum Moderator
Renderosity Blender 3D Facebook Page
boudicca36 posted Mon, 16 May 2016 at 1:36 PM
Lobo3433 posted at 12:59PM Mon, 16 May 2016 - #4269343
Hi boudicca36
I have been meaning to ask this but always seems to always slip my mind when I am jumping thru threads. since Daz Studio sort of changed their folder structure which is no longer similar to the Poser folder maybe you can do a short tutorial on how or which is the best way to set up a folder structure if you want to distribute items for Daz Studio would really find it useful and you have such a great way of explaining things clearly.
Thank you in Advance
Sure I'll put it on the list. I do not support DIM though. Some love it, some hate it, some boycott it.
In a nutshell: First to understand what the Structure is.
The Poser runtime structure part is the same:
Runtime > Geometries > your subfolders
Runtime > Libraries > name of library > your subfolders
Runtime > Textures > your subfolders
Daz Studio stuff is a layer above the Runtime however it is a good idea to put all required texture images still in the Poser Runtime structure BEFORE creating D/S items. The other thing to remember is no, one does not move files around, save them to where they should be in the first place.
Short, eh?! hehehe ... well, we'll see.
boudicca36 posted Tue, 17 May 2016 at 5:08 AM
Okay Lobo3433, it's in the basket ;-)
Jules53757 posted Tue, 17 May 2016 at 7:40 AM
There's nothing in the basket
Ulli
"Never argue with an idiot. They drag you down to their level and beat you with experience!"
boudicca36 posted Tue, 17 May 2016 at 7:54 AM
;-) Hard to keep that basket full lol ...
Lobo3433 posted Tue, 17 May 2016 at 7:59 PM Forum Moderator
Thank you boudicca36 with the change of how Daz Studio changed to their own sort of folder structure it was bit difficult to determine how to set up the folders. Like with poser if I was working with something I have made it was easy to just create an external runtime and build from there just was not as clear for Daz and at this stage no where near ready enough to experiment with DIM. I know I saw a product at daz a content gather looked interesting but that is for when I might get nerve enough to share something beyond a simple OBJ at the moment
Lobo3433
Blender Maya & 3D Forum Moderator
Renderosity Blender 3D Facebook Page
boudicca36 posted Tue, 17 May 2016 at 8:41 PM
Lobo3433 posted at 8:28PM Tue, 17 May 2016 - #4269507
Thank you boudicca36 with the change of how Daz Studio changed to their own sort of folder structure it was bit difficult to determine how to set up the folders. Like with poser if I was working with something I have made it was easy to just create an external runtime and build from there just was not as clear for Daz and at this stage no where near ready enough to experiment with DIM. I know I saw a product at daz a content gather looked interesting but that is for when I might get nerve enough to share something beyond a simple OBJ at the moment
You're quite welcome.
I have never used a "content gatherer" either for Poser or D/S. I like to know exactly what is being shared. IMHO forget DIM. The PAs at the company AFAIK have the company making the files to make DIM work with their products. There are a few folk that know how to make those files.
The main item I've noticed with D/S is to have the textures first in their correct folder under the runtime structure. D/S has a cache and after making a zillion adjustments on the Surface Tabs when polishing off the product, even though one may think they're loading a file then placed in the runtime structure, if it's in the cache, that is where it will load from. If one is use "LIE" it's even more of an adventure. One has to watch that file address on the Surface Tab before saving presets etc., browse to, dig it out [copy it], browse to the proper folder "paste", then select, then save the preset(s). Close D/S, open D/S, reload and check if it all works. If files are not in the My Library and appropriate sub-folders, when saving, D/S will make one of those long address references to your computer for the files.
Lobo3433 posted Wed, 18 May 2016 at 3:07 PM Forum Moderator
I know we have to often not approve something if they are not in the proper folder structure when we examine items being submitted to Free Stuff and textures is at the top of the list for both Daz and Poser that seems to be the one item that seems to the number one to be forgotten to be included or not in the correct structure
Lobo3433
Blender Maya & 3D Forum Moderator
Renderosity Blender 3D Facebook Page
boudicca36 posted Thu, 19 May 2016 at 1:17 PM
When using Hexagon for uvmaps there is one "little" frustration at times in that one cannot make a new uvmap for "part" of the model. The entire model gets remapped and then of course the entire map needs to be redone.
Having 3D Coat, educational license, I was of the impression that it could not be used for morphs nor uv sets because one cannot export out the .obj without it being "downsized" by the program. In poking around in the program, I did find an option which DOES permit a new uvset to be created for "part" of the model.
Like wowser. So yes one can, for example, make a new uvset for "just the face" of a figure yet keep all the rest of the set intact.
Legal note: one cannot redistribute uv sets which are simply re-arranged sets that somebody else created. Same for the textures.
One can redistribute uv sets that one has created "from scratch" for a figure, same as for textures.
Disclaimer: I am not a lawyer, just somebody who has read a lot and asked questions.
Does anybody else in here also use 3D Coat?
keppel posted Fri, 20 May 2016 at 2:17 AM
Just for your info Blender can uv map any part of a model in isolation of the rest.
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boudicca36 posted Fri, 20 May 2016 at 8:12 AM
That's good to know for those that like Blender, thanks keppel.
boudicca36 posted Fri, 20 May 2016 at 2:29 PM
For those that have 3D Coat ... the tutorial is in the basket ;-) I also have a few notes about saving mat files.
Jules53757 posted Fri, 20 May 2016 at 4:14 PM
Thanks for contribution but, nothing in the basket
Ulli
"Never argue with an idiot. They drag you down to their level and beat you with experience!"
boudicca36 posted Fri, 20 May 2016 at 4:24 PM
Next one could be awhile. So far horse has 5 legs.
boudicca36 posted Sat, 21 May 2016 at 11:37 AM
Larger pics are temp. in my DA Gallery if anybody is interested.
boudicca36 posted Tue, 24 May 2016 at 2:33 PM
Images are done, edited ... just waiting to be glued, for the glue to dry and then proof read a little ;-) Maybe Thursday! The tutorial will not have mesh included. It still needs some work ;-)
boudicca36 posted Wed, 25 May 2016 at 1:49 PM
Basket is bucking!!!
boudicca36 posted Thu, 09 June 2016 at 12:56 PM
The next one is at the proof reading stage ... may be released tomorrow. It covers making some furry "socks" for that Tiger figure by RawArt. As in, taking the geometry from Garibaldi into Hexagon. From there eventually to be having it ready in D/S to be made into a parented prop. In such a manner one can have either .obj and/or D/S prop files which can be used by more people and in more programs.
boudicca36 posted Fri, 10 June 2016 at 7:17 PM
[quote] You currently have pending freestuff items. They will not appear until approved. [/quote]
hmmm ... hehehe ...
boudicca36 posted Sun, 19 June 2016 at 9:00 AM
"In case" anybody is wondering, yes I do have another set of images ready to start editing for pasting into a tutorial HOWEVER the permissions request on a matter is taking longer than expected for to receive an answer. That's probably not a good sign so eventually may have to scrap it and work on another one HOWEVER we're also getting an early start on some heat waves which means the 'puters will be down quite abit.
boudicca36 posted Tue, 21 June 2016 at 3:34 PM
Okay ... it's taking too long for a company which claims it will reply within a couple of working days to do so ... so that set of tutorial images has been scrapped.
Heat waves are getting rather extreme so creating more will have to wait until time and weather permits.
boudicca36 posted Mon, 04 July 2016 at 11:10 AM
As some may or not know, yes I was working on a tutorial for legacy rigging in D/S for a short dress on V4. Apparently the best result end result so far is not going to please very many people. So I have been trying all the ways I know of to make handles for a short skirt and that also is not working out very well in D/S4.6. Not that I ever mastered "handles", but still ... if time is money might want to consider the tutorials sold here for rigging in Poser.
One can stop at the hip bone and make all the poses, shapes required for the skirt as morphs. Rather time consuming but it's possible. One canNOT change the name of the bones on the Figure Setup Tab. One canNOT change the rigging of the thigh bones [what I was using to make handles] except to raise them straight up to the "belt" height [belt = hip]. On the Scene Tab one can rename the thigh bones to be "handles".
Next rock on the road: the "reset pose" feature, resets the figures to poses they do not load at. QuickStart and the BlankV4 have their feet flat. Translation into the clothing means the skirt goes wonky in the usual places. In checking the Parameters "per bone", there are a couple of settings for each "thigh/handle" bone that need to be manually reset to "0" for the clothing to look right. Those options tend to be not there when the item is "fit to" the figure.
So I tried another idea ... to model the dress "adjusted" and that's a no-go too. It then stays in the wrong place. BUT I noticed that the "shortcut" some of us use from time to time in Hexagon to get a unit together without loosing the uvmaps does NOT work with clothing items. The top was okay [chest and abdomen welded in D/S]. But the skirt was not [because the 2 "thighs" are not going to weld to each other as the rigging doesn't work that way]. This can be good news or bad depending upon what type of outfit one is designing. Bad if you're wanting a nice skirt. Good if you're wanting a skirt that will split in half down the middle ... but there is still then the front "V" issue to deal with ... maybe another day ... in the meantime, the fastest way to deal with those is to reload the item.
boudicca36 posted Sat, 09 July 2016 at 8:40 PM
Okay, resorted to an old trick to figure out a few issues and okay ... on track for "how to" legacy rig a long skirt item for V4 so the tutorial is a WIP :-) There is a free V4 starter dress mesh somewhere over on sharecg.com [not mine] and a great find for those wanting something to paint 3D models ... it's free too. It's called Sculptris. In the walk through project, we start with the dress mesh, take a look at Sculptris and 3D Coat ... Main modeler is of course Hexagon. Rigging being done in D/S4.6.
boudicca36 posted Thu, 14 July 2016 at 8:31 AM
Finally! Legacy Rigging for V4 [as in clothing for V4, using D/S] is in the proof reading stages. It is not "comprehensive" as there is no way I can cover "all" that could possibly be required to know about in all situations in one little book. Walk through project, making the long skirt coat dress [or whatever you want to call it] as has been displayed elsewhere [DA] in Hexagon. We also take a quick look at 3D Coat and Sculptris for uvmapping and texturing. We start at the modeling stage because that's a good idea if rigging in D/S. The item needs to be "one piece", it will then be grouped in D/S. IF your modeller's groups can be read in D/S properly to make the bones AND stays together in use, then do not worry about that part. Sculptris paints 3D models so there is a little bonus section for that .
boudicca36 posted Fri, 15 July 2016 at 7:16 AM
"in the basket" :-)
I realize that many people want vendors to make clothing for "all" the figures which is not super practical.
With D/S one CAN make their own. In this tutorial we tackle "handles" :-)
boudicca36 posted Fri, 15 July 2016 at 5:06 PM
Odd, my tutorial page seems to update faster than the Freestuff page so check here for the tutorial: https://www.renderosity.com/mod/freestuff/?uid=725053
boudicca36 posted Sat, 16 July 2016 at 10:29 AM
? hellooo .... anybody out there ????
3 days no response and I'll pull.
Eshal posted Sat, 16 July 2016 at 11:52 PM
Thank for the Tutorials - I am in the middle of getting my new system up after the old one died. - lucky I had everything backed up. Not I just need to sort through and decide what I absolutely need and what can be stored for later projects. Leaves a little more room to play with on the drive :) I certainly look forward to going through your tutorials...from the quick read through I have done on two of them, they look great - easy to follow words and the pictures really help make things clear :)
Once again thanks!
I'm a genetically enhanced blonde...what's your excuse? ~Eshal~
boudicca36 posted Sun, 17 July 2016 at 7:20 AM
You're quite welcome and thank you for the feedback.
Seems to be the season for computer issues ... glad to hear that you had backups though, amazing number of people don't think to do that.
And hopefully whoever is approving freestuff has their computer working.
boudicca36 posted Sun, 17 July 2016 at 7:58 PM
Finally! It's live, yes! Enjoy, it'll be the last one for awhile as the heat waves continue.
Lobo3433 posted Fri, 29 July 2016 at 2:26 PM Forum Moderator
Hello Alberthandsome
I am posting to let you know that it is greatly appreciated that you share your wisdom and knowledge about your own tutorials but please start it as a new thread and post I am going to delete your post since it is not the same or following the current topics in this particular thread. Thank you for understanding just repost your thread as a separate topic with in the forum if you have any questions do not hesitate to contact me
Lobo3433
Blender Maya & 3D Forum Moderator
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boudicca36 posted Tue, 02 August 2016 at 12:32 PM
Was working at a workflow for making morphs for a legacy V4 clothing item. Seriously, if one wants to morph the legacy items using Hexagon, one MUST remove the "images", all of 'em - including bump maps, before sending the item over to Hexagon.
There is a way to jump start the morphing by making use of converting the clothing to Genesis, shaping Genesis, sending the clothing over the bridge, bringing it back in to morph the legacy clothing. Remember to morph, the one coming in must be named the same as the receiver. Then one can send the legacy morphed item over the bridge and touch up, bring it back into D/S to load on a FRESH cr2 base so one can then save out the one good morph with it.
Now years back those into making legacy clothing had additional tools for adding in all kinds of morphs. As the world of 3D progressed many of those tools became unavailable and as they were beyond what I was willing to pay in making freeware items, I for one do not have them. My "how to morph" is not intended as a replacement for those professional tools.
Incre save the .cr2 files when making morphs, test them too. Somewhere along the line [apparently] it is easy to "lose the fit to" {I was trying to add in a pose adjustment morph too} ... just going back "one morph" is not a big deal ... it is very easy to delete the extra .cr2 files at the end of play.
boudicca36 posted Sun, 07 August 2016 at 7:52 AM
Update: the tutorial for V4 legacy clothing, leggings, is at the proof reading stage.
boudicca36 posted Mon, 08 August 2016 at 6:38 AM
And is now in the Pending Basket :-)
In this tutorial I show how to "group" the object in D/S from one that does not have the Shading Domains match named to the bones as apparently not all modelers can do that.
...................
tip for those trying to Morph their Horse 2 with 6 legs, after sending the creation over to Hexagon, shaping the morph, in D/S "remove the additional legs", THEN send the morph over and it should take. The mismatch that otherwise happens is because the "hidden" geometry is hidden in D/S, not in Hexagon ;-)
boudicca36 posted Wed, 10 August 2016 at 3:54 PM
Hopefully this will work. I put together a "starter.pz2" file for people to edit. The idea being one can create a .pz2 file using a text editor to swap in the desired images, adjust the colours ... and have a .pz2 file that should work in several programs such as Poser, Daz Studio and Carrara. It's "very" basic, some coding instructions included. It's in the Pending Basket ;-)
boudicca36 posted Thu, 11 August 2016 at 8:19 AM
Hmmm ... pending basket is empty! Will have to do something about that hehehe ...
boudicca36 posted Fri, 12 August 2016 at 4:30 PM
I was going to post this in the Hexagon forum BUT the thread I'm sure I had started over there seems to be awol and there seems to be no way for us to find our posts?!
So here's a tip for those using Hexagon ... once in awhile to clear out the temp folder ;-)
boudicca36 posted Sat, 13 August 2016 at 5:41 PM
This is what I've been working on atm. Have yet to make all the mats. The Defiant for Genesis was a PC item [i.e. most have it esp. of the clan ;-) ]
boudicca36 posted Mon, 15 August 2016 at 10:10 AM
The textures are in the Pending Basket. There are several extras too. Decided to forego a tutorial on "how to" ... basically made use of Shader Baker to get nice islands to texture with. People can use the black and white textures as "templates" if they want to.
... wow that was FAST! They are now "in the wilds", enjoy :-)
boudicca36 posted Wed, 17 August 2016 at 1:13 PM
https://www.renderosity.com/mod/freestuff/basic-colours-for-defiant-tunic-for-genesis/76520
And now in the Pending Basket is a Coffee Pot. The Coffee Pot is a D/S item. [shaders not included]
boudicca36 posted Fri, 19 August 2016 at 11:58 AM
WIP - a tutorial introduction to Texturing Genesis. Just a few basics focusing on the eyes ;-) It's at the proof reading stage.
boudicca36 posted Fri, 19 August 2016 at 5:10 PM
... and now in the Pending Basket ;-)
boudicca36 posted Sat, 20 August 2016 at 4:05 PM
It's now "in the wilds" ;-)
Okay, while working on the next section covering the lips ... thought a time saver would be appropriate so I made one. The .psd file is in the Pending Basket.
boudicca36 posted Sun, 21 August 2016 at 10:22 AM
And it's now "in the wilds" :-)
I will be including some more information on using this in the next tutorial. It's not a perfect solution for all skin shaders - some are rather complex and like hay, this was tested on a basic shader, nothing fancy. I would think the more advanced users would know how to make the necessary adjustments for use with fancy skin shaders but that is beyond the scope of my beginner tutorials. The tutorial will also include some information about the use of L.I.E. Again it's not a perfect solution for all texturing matters either, but can be very helpful.
boudicca36 posted Wed, 24 August 2016 at 3:17 PM
Texturing Genesis [part two] - The Lips :-)
boudicca36 posted Thu, 25 August 2016 at 8:25 PM
The third [and last] part of this mini-series is in the Editing Basket. It focuses on the mouth however all the 3 make for enough information to complete a set, at least at a beginner level. Obviously the more work and better resources one might use would make for better end products, however for learning it's important to keep it fun and successful within attainable goals. The 3rd part does cover some information on using merchant resources.
One important factor in making skin textures these days for redistributing, is to include "no brows" as well as "with brows" as many do use fiber mesh for hair. Either a clone or smudge brush can help with that if using "merchant resources" that do not otherwise provide one.
And I will say this, my most favourite skin texture merchant resource IS sold here at Renderosity BUT it's useless as such 'cause we can't share it ['cause all I make is free] :-( Makes a beautiful ST fanart character known as a "Deltan".
boudicca36 posted Sun, 28 August 2016 at 9:25 AM
Texturing Genesis - the mouth, etc.
A brief 3rd part to conclude this mini-series. Illustrates some use of texture resources as well as matching those "extra" sections for "pro" character sets.
I've noticed some skin resources being sold in the store here BUT no mention made concerning redistribution [free or sale] of characters made using them, so be careful ;-) Resource items come with many licenses same as any other product, do not make assumptions.
boudicca36 posted Tue, 30 August 2016 at 4:25 PM
Response to a request was too slow for my pace so tutorial shelved, hmmm ... well folks, technically one can make use of resource images to make brushes and/or picture tubes for ones own use - as well as skins. Busy week lined up ... next month should be rather hectic or extremely peaceful ;-)
boudicca36 posted Fri, 02 September 2016 at 6:57 PM
Whipped up a short quick tutorial on Making One Morph Dial in Two. I have quite a number of character morphs for Genesis which for whatever reasons do not dial in their support morphs [such as V4 for eg.] ... so decided to learn how and it worked so well ... a truly beginner's tutorial lol ... offered "as is" ...
Jules53757 posted Sat, 03 September 2016 at 2:19 AM
Thanks for all your wonderful tuts!
Ulli
"Never argue with an idiot. They drag you down to their level and beat you with experience!"
boudicca36 posted Sat, 03 September 2016 at 9:47 AM
You're quite welcome :-)
boudicca36 posted Wed, 14 September 2016 at 9:16 AM
Annual clean-up and all that ... yes I have pulled all my tuts for now.
I do have some ideas for more tutorials however I expect that I will be uploading them elsewhere.
Where has not yet been decided.
If it seriously matters to anybody, I like to be able to edit my posts.