How to use a morph?
Well, I'm not sure if what I'm trying to do is create a morph, but I took a piece of clothing (in particular a robe) and sent it to Hexagon. Then I removed part of it (the sleeves) and sent it back to DS, only now I can't fit the item to anything. It's a G3 model and the robe is for G8. Everything fits when autofitting except the sleeves, which is why I did away with them. So is there a way to send it back as a fittable article? I'm not sure what a morph is really, (new to most of this), but is that what I'm doing or need to be doing?
Thanks
Comments
When you remove polygons, it is no longer a morph but counts as a new mesh. That is why you now have an unrigged item.
You need to make the changes with keeping the number of polygons intact. There is a tutorial about how to create morphs, but i don't have the link at the moment, maybe someone can help out?
First I would use the Transfer Utility instead of the autofit. Just load your clothing without selecting the figure, then open the Transfer Utility and see if you can get better fitting results with higher Distance Tolerance settings (the sleeves are propably too far away from the arms to pick up the Weightmaps and Morph shapes in this projection process also used by Autofitting). Source: Figure (Genesis?) - Target: Chlothing Item - Item Shape: both Default - General Options: Don't select Morph Targets to speed up the process.
If you just want to get rid of the sleeves you can do this right within DazStudios Geometry Editor tool. Select this tool and open the Tool Settings pane and have a look at the Face Groups that are listed there. You may find that you can select the face groups of the arm for to select the sleeves, then turn on symmetry in the Tool Settings pane and add more polygons to your selection with the drag selection mode. Once done with selecting the sleeves, you have a few options what to do with the selection. One is to create a new Surface Group for the selection and turn down Opacity on it in the Surface pane. The other is to right-click the viewport and choose Geometry Visibility > Hide Selected Polygons - this is not the same as the surface opacity and turns back to visible if you open the scene again - but it can help while editing and it is possible now to delete the hidden poygons with right-click the viewport again and select Geometry Edititng > Delete Hidden Polygons. Don't worry to screw things up, your original clothing is not affected and still gets loaded with the sleeves. You can save the modified autofitted clothing without the sleeves along with your scene file or as a Scene Subset. Or you save it with this File > Save As > Support Asset > Figure/Prop Asset and give it another item name so you don't overwrite the original.
Have a look at this thread where I suggest the same method: Making a wall/ceiling invisible?