If both items have smoothing/collisions then change the collision object for the sweater to be the pants, instead of Genesis (leave it fit to Genesis). This will cause it to be 'outside' the pants.
If both items have smoothing/collisions then change the collision object for the sweater to be the pants, instead of Genesis (leave it fit to Genesis). This will cause it to be 'outside' the pants.
If both items have smoothing/collisions then change the collision object for the sweater to be the pants, instead of Genesis (leave it fit to Genesis). This will cause it to be 'outside' the pants.
Actually, that may not be advisable. Doing that would cause the sweater to stop colliding with Genesis itself, which would probably give you pokethrough everywhere BUT where the sweater meets the pants.
Assuming the sweater doesn't have some sort of morph to adjust for this, it might work to expand the sweater bones in the Scene tab until you see the hip bone, and then increase the scale slightly. That will let just that part of the sweater expand so that you can put it outside the pants. (Depending on the clothing, you might need to use the pelvis bone instead of the hip bone.)
Depending on how you have things set up, you may be able to find this under the Window menu > Tabs > Scene, if you dn't have it open already. The sweater will be listed as one of the items; click on the arrow next to the name, and it will expand to show you the hip bone. If scale doesn't work there, or if the Scale slider is not visible, try the Pelvis bone.
We call this "poke-through" and there are a number of ways to deal with it. Vwrangler's suggestion about changing the scale slightly (maybe just 1% or 2%) is one option. Another is to see if you can make part of the offending object (in this case, the pants) invisible. Just keep playing around and you will find all sorts of things you can do with the program. (You haven't done anything wrong, this is a common issue)
If both items have smoothing/collisions then change the collision object for the sweater to be the pants, instead of Genesis (leave it fit to Genesis). This will cause it to be 'outside' the pants.
um... sorry, where would I find that setting?
If you click on the little menu icon (looks like parallel horizontal lines and an arrow) in the 'scene' tab you can find an option under "Edit->Geometry" to add smoothing modifiers if the object doesn't have one by default. Essentially it adds a collision detection function to the object, so it can cling to figures more snugly.
I've found for the most part, layering the clothes like you do in RL tends to work...
As long as Fit to is Genesis, the basic 'fit' will be fine and there shouldn't be much, if any poke through from Genesis, if the item is colliding with a 'lower' layer...I'm doing some renders of this right now and will post them later.
If you click on the little menu icon (looks like parallel horizontal lines and an arrow) in the 'scene' tab you can find an option under "Edit->Geometry" to add smoothing modifiers if the object doesn't have one by default. Essentially it adds a collision detection function to the object, so it can cling to figures more snugly.
I tried that. It said "the following nodes were unable to have a smoothing modifier applied"
Assuming the sweater doesn't have some sort of morph to adjust for this, it might work to expand the sweater bones in the Scene tab until you see the hip bone, and then increase the scale slightly. That will let just that part of the sweater expand so that you can put it outside the pants. (Depending on the clothing, you might need to use the pelvis bone instead of the hip bone.)
Depending on how you have things set up, you may be able to find this under the Window menu > Tabs > Scene, if you dn't have it open already. The sweater will be listed as one of the items; click on the arrow next to the name, and it will expand to show you the hip bone. If scale doesn't work there, or if the Scale slider is not visible, try the Pelvis bone.
If you click on the little menu icon (looks like parallel horizontal lines and an arrow) in the 'scene' tab you can find an option under "Edit->Geometry" to add smoothing modifiers if the object doesn't have one by default. Essentially it adds a collision detection function to the object, so it can cling to figures more snugly.
I tried that. It said "the following nodes were unable to have a smoothing modifier applied"
That usually means that smoothing is already applied and you can just alter the collosion item in the parameters tab.
Assuming the sweater doesn't have some sort of morph to adjust for this, it might work to expand the sweater bones in the Scene tab until you see the hip bone, and then increase the scale slightly. That will let just that part of the sweater expand so that you can put it outside the pants. (Depending on the clothing, you might need to use the pelvis bone instead of the hip bone.)
Depending on how you have things set up, you may be able to find this under the Window menu > Tabs > Scene, if you dn't have it open already. The sweater will be listed as one of the items; click on the arrow next to the name, and it will expand to show you the hip bone. If scale doesn't work there, or if the Scale slider is not visible, try the Pelvis bone.
Ok, that's fixed it. Thanks.
(didn't know clothing had "bones" )Most things that move have bones, not always but often. Haven't you noticed in the Scene Pane when you expand items little bones appaar next to each moveable part? ;)
My question is this- "making parts invisible" is opacity I assume, and that would be where, under surfaces tab? How do I select just the parts to be transparent? (I am assuming that is the correct synonym for invisible?) My guess would be to use surfaces, and in scene, go down the list and select the correct object? (bone)
To hid a portion of say a human figure you can do it by the bone in the Scene Pane...see the little Eye Click on the to Hide and Unhide or you can do it via surfaces in the Surfaces Pane and set Opacity to 0%.
Welcome to the party anyway :)
Glad the OP got his solved, here's one that I'm not sure is a collision/smoothing or not? My character is beefed up a bit so isn't a typical Genesis (aka, no muscles). See the shirt jaggedness? The view you're seeing is with a spot render so it's clear (yep, just learned about spot renders, feel like a total idiot- all my work has been wasted so far!)
I tried smoothing and collision, any tips on weights? (I had that long thread on smoothing and collision, so those settings I am slightly familiar with.) Second, is this smoothing issue? It is "fit to" Genesis, did that at least.
It is the buccaneer basic shirt, just placed on genesis figure. Didnt do anything with maps (havent gotten experienced enough yet.) So just put the shirt on the figure, that's it (and tried smoothing/collision)
To hid a portion of say a human figure you can do it by the bone in the Scene Pane...see the little Eye Click on the to Hide and Unhide or you can do it via surfaces in the Surfaces Pane and set Opacity to 0%.
Hi Szark! :)
That was another question I had- I asked it once then can't find the thread (darn it)- if I recall, when you click the eye and the item disappears, it speeds up the spot render, correct? And the final render? I didn't ask this though- how does that compare to doing it via the opacity route in Surfaces? One way better than the other so far as rendering time and file size?
Comments
If both items have smoothing/collisions then change the collision object for the sweater to be the pants, instead of Genesis (leave it fit to Genesis). This will cause it to be 'outside' the pants.
um... sorry, where would I find that setting?
Actually, that may not be advisable. Doing that would cause the sweater to stop colliding with Genesis itself, which would probably give you pokethrough everywhere BUT where the sweater meets the pants.
Assuming the sweater doesn't have some sort of morph to adjust for this, it might work to expand the sweater bones in the Scene tab until you see the hip bone, and then increase the scale slightly. That will let just that part of the sweater expand so that you can put it outside the pants. (Depending on the clothing, you might need to use the pelvis bone instead of the hip bone.)
Depending on how you have things set up, you may be able to find this under the Window menu > Tabs > Scene, if you dn't have it open already. The sweater will be listed as one of the items; click on the arrow next to the name, and it will expand to show you the hip bone. If scale doesn't work there, or if the Scale slider is not visible, try the Pelvis bone.
We call this "poke-through" and there are a number of ways to deal with it. Vwrangler's suggestion about changing the scale slightly (maybe just 1% or 2%) is one option. Another is to see if you can make part of the offending object (in this case, the pants) invisible. Just keep playing around and you will find all sorts of things you can do with the program. (You haven't done anything wrong, this is a common issue)
um... sorry, where would I find that setting?
If you click on the little menu icon (looks like parallel horizontal lines and an arrow) in the 'scene' tab you can find an option under "Edit->Geometry" to add smoothing modifiers if the object doesn't have one by default. Essentially it adds a collision detection function to the object, so it can cling to figures more snugly.
I've found for the most part, layering the clothes like you do in RL tends to work...
As long as Fit to is Genesis, the basic 'fit' will be fine and there shouldn't be much, if any poke through from Genesis, if the item is colliding with a 'lower' layer...I'm doing some renders of this right now and will post them later.
I tried that. It said "the following nodes were unable to have a smoothing modifier applied"
Ok, that's fixed it. Thanks.
(didn't know clothing had "bones" )
I tried that. It said "the following nodes were unable to have a smoothing modifier applied"
That usually means that smoothing is already applied and you can just alter the collosion item in the parameters tab.
Ok, that's fixed it. Thanks.
(didn't know clothing had "bones" )Most things that move have bones, not always but often. Haven't you noticed in the Scene Pane when you expand items little bones appaar next to each moveable part? ;)
My question is this- "making parts invisible" is opacity I assume, and that would be where, under surfaces tab? How do I select just the parts to be transparent? (I am assuming that is the correct synonym for invisible?) My guess would be to use surfaces, and in scene, go down the list and select the correct object? (bone)
To hid a portion of say a human figure you can do it by the bone in the Scene Pane...see the little Eye Click on the to Hide and Unhide or you can do it via surfaces in the Surfaces Pane and set Opacity to 0%.
I'm a bit late to the party but the easiest way to fix that sort of problems is via the smoothing/collision area under parameters.
If smoothing is already applied all you need to do is up the collision rate.
There is more to applying smoothing than just going to edit/apply smoothing.
As well as tweaking the smoothing and collisions it sometimes helps to tweak the weight sliders.
However for the tiny amount of pokethru adjusting the collision rate should fix it.
Welcome to the party anyway :)
Glad the OP got his solved, here's one that I'm not sure is a collision/smoothing or not? My character is beefed up a bit so isn't a typical Genesis (aka, no muscles). See the shirt jaggedness? The view you're seeing is with a spot render so it's clear (yep, just learned about spot renders, feel like a total idiot- all my work has been wasted so far!)
I tried smoothing and collision, any tips on weights? (I had that long thread on smoothing and collision, so those settings I am slightly familiar with.) Second, is this smoothing issue? It is "fit to" Genesis, did that at least.
Which item is that? Looks to me like it is part of the Maps, a Trans Map to be more specific.
It is the buccaneer basic shirt, just placed on genesis figure. Didnt do anything with maps (havent gotten experienced enough yet.) So just put the shirt on the figure, that's it (and tried smoothing/collision)
I got I'll check and let you know.
Hi Szark! :)
That was another question I had- I asked it once then can't find the thread (darn it)- if I recall, when you click the eye and the item disappears, it speeds up the spot render, correct? And the final render? I didn't ask this though- how does that compare to doing it via the opacity route in Surfaces? One way better than the other so far as rendering time and file size?