Not sure how to do what I am trying to do, maybe JCM?
I need to add a change to an outfit's morphing (perhaps something like a JCM except not applied to a specific character) that is only applied when a figure's leg is moved. This would change the shape of the dress when the leg moves so as to prevent improper movement of faces.
How would be the best way to solve this? I tried to follow the tutorial on JCMs but it doesn't exactly apply. If you can direct me to a more suitable tutorial or explain how to go about this (patiently and in detail please as I'm still learning), it would be very much appreciated.
DC
it may be worth noting this is a very tight dress that is supposed to have the legs pulled inward but is built around genesis in a default pose, legs apart.
Comments
The morphing is usually dealt with in the weight maps for the outfit. If you find it clips into the figure in various places, use bulge maps in the weight map section to fix that.
any chance of a tutorials or more details? I have of course heard the terms but not what they are exactly. I will be researching this today as well.
DC
EDIT: more data. Its not actually clipping through the character, its clipping Into itself. does this still apply?
++More data, this in fact is not actually "bending" it is more of a crossover problem. As a picture is worth 1000 words, let me show you
Does no body have any suggestion of how this might be dealt with?
DC
if you can help and would be willing to help more, please look here.
http://www.daz3d.com/forums/discussion/41750/
I am looking for a mentor, someone who could spend a little time every so often to help me learn
DC
I do not thiink, you can achieve what you expected perfectly.
so that, we can not reply your answer perfectly.
I had already tried same thing , then you may find where is real difficulity,,
then hope not to try complex JCM ,,
Anyway my plan was,,
1. transfer all rigs and weight map from genesis to my clothing obj.
2. keep the original rigs (which need to fit to genesis rigs)
in my pic, I keep both Thigh and Shins withut removing.
3 remove weight from these bones (which you hope to not move by genesis rigs rotation)
so that your clothing do not deform , when genesis Thighs rotate or Shin Rotate
(Bones fit to genesis rigs, and move with , but they have no weight map,, so that clothing can not be deformed)
4. add controll bones, in my pic I add 4 mover bone.but remain Thigh and Shin
5 add weight map carefully to move parts by 4 mover bones
6 Usually I recommend you stop work at this point. you poze clothing manually rotate these new movers
7 But I understand,, you hope these rigs move when genesis bend their thin etc
and make naturall shape,,
try to set ERC when genesis Thigh rotate , set The thigh bones of clothing, as controller, then set some mover rotate
as subcomponent .
but not move when Thigh rotate back ,, (it is unnaturall)
you need to set ERC for each movers. (it depend on, how you controll the clothing )
Yes you can do it,, but you need many many ERC it work smooth.
and carefully color weight for ghost bones.
And you may find,, if you apply morph for genesis2,, the ghost rigs (movers) can not follow
the shape.. you need to re-positon these ghost rigs,, without it your clothing break when pozing.
(change pivot point to rotate) you may find ,,after you need many JCM to adjust ghost rig postion
for each genesis morph,,,
I think apply many ghost rigs is easy.. and may be you can keep clean weight map for ghost rigs (movers)
But if I need to set ERC for Dress rigs,, and it move auto with genesis thin plevis, and Shin rigs,
it is really crazy work.. (It can be done,, but take many time actually, and not fit for all situation)
It is interesting,, but not so useful and recommended when someone make dress.
Whoa that is really a lot a too much over my head at this point in time.
honestly I just want to get the legs (bones) of the dress to move more naturally when moved inward. for the cloth to seem less stretched, I am amazed if all that is needed. I may see why so little in the way of long dresses get made. still I will have to learn. I do want to clarify that what I am trying to do is make the left/right motion on the "plane" of the front of the dress shrink when the legs are pulled/rotated inward so that the dress has a clingy effect, currently the faces "slide" over one another. If this is not clear I will try and get something else up to be more clear.
DC
Though I do not think,, it is easy as you expected,
of course,, you can concentrate on one bone of clothing, (anything you think it is most important for your purpose)
and one rotation, then make JCM with the genesis bone and check it,,, but it is almost same I mentioned above ^^;
to work your design JCM,, the clothing need to remain the same name bone as Actor.
(eg rThigh) . (the labell name is Left Thigh but it is not real node name,
you can see it in joint editor>edit name,,,)
when you transfer genesis rigs, your clothing must transfered rThigh already.
(without you select your customized figure,, usually you select Actor figure as source)
next,,, you add new bone as different clear name.
rThighMover may OK, by joint editor,,
it should be child as the plevis bone. but you can slide it from rThigh and set best positon.
(center point and end point,, with thinking how weight map work)
Then,, for your purpose,, your clothing need to deform by rThighMover. not rThigh .
then the geometry of clothing need weight map assigned to the rThighMover.
so that you need to remove weight map from rThigh ,,, OK?
If you really try it,, please do these step once.. now when figure rotate rThigh ,,
your clothing do not deform,, but when you select the rThighMover and rotate it,,
it deform clean as you planed.
without it even though you set JCM ,, there is no meaning ^^;
then of course,, when you test ,, you must copy current figure, with different name,
then tweak and test with it.. (save as figure,, another name,, )
===============================================
Then,,,, when I see your dress, it seems too tight fit to legs,,
(I see only Front angle pic,,, , there is more space between body and cloth?)
how it move witout strech?
Can you show pic,, when You poze genesis, the clothing how deformed?
(I think the design need many tweaking when you set weight map,,can your actor walk
with the dress at current? ^^;?)
my first idea when I see the topic, most simple way is just make morph which change geometry,,
and smooth, when Actor rotate = clothing rotate the rThigh etc,, (not weigth mapped deform)
though,, after all you may hope to set JCM ,, and the way often work for one rotation well,,
you may need make anotehr morph for each rotation,, usually..
then,, if you are not animator,, Nowdays I understand,,, just for one scene,,
you simply make moprh from current status. of course it only work for the current scene,
but it is most reliable,, and not so difficult just make morph and keep good shape, for static scene.
but when you try the clothing fit with all pozing,, (then when it sitting,, etc,, it is terrible work,,
you may apply smooth modifier,, or pushmodifier,, sometimes use geometry shell,
then set smooth modifier with the geometry shell as collison target,, etc,,)
there are many way for your purpose,,(current pozing) just see one pic with pozing
which you need to modify, may most of user easy find best way, for your current purpose..
I seem to be really bad at explaining myself. I am trying to make a REALLY tight dress that is supposed to make walking hard. The shape is intended to hold the legs tightly together. The dress is skintight, the bottom opening is intended to be small. the problem comes when the legs are brought into their position, the legs are moved inward (towards each other Rthigh5,Lthigh-5 ) the dress es faces "slide" over each other. I would prefer that not happen.
I am appreciating all the time, sorry if my question is just too unusual
DC
I will, if the problem is not clear, try and put up some more detailed pictures over the weekend
DC