Bringing an item 'to the front'
Brotherlobo
Posts: 495
Okay another noobie question.
I keep having this problem when mixing items from different sets and can't figure out how to bring a certain item 'to the front'.
See the Example --- I'm trying to use the holster from the 'Hardcore for M4' to the Coalition Rapier Armor but the straps keep disappearing behind parts of the armor. I have tried 'parenting' nad 'fitting' to different armor parts but to no avail (at least not yet). Any suggestions?
example_1.jpg
1210 x 1210 - 485K
Comments
Since they are from two different sets, the onlly way I can think of if to send it over to Hex using the bridge, and moving the straps there. When sent back to DS4, a morph will be creaated for the amount that you moved the straps, and they should be in the correct positin.
I'd probably send it to Blender and run a cloth sim on the belt...and then make the morph that way.
Basically, the same thing, but I'd let Blender do all the fiddly work.
If we ever get a dynamic cloth opting in Studio, stuff like that will be easy.;
Or you can try Sickle's Super Clip Fixer Genesis if the thought of learning a Hexagon or Blender is overwhelming. (It is for me - the few times I've tried to work with Hexagon I managed to make it crash a zillion times.)
Sickle's super clip fixer is a body suit with a ton of morphs. So in your case, you'd set the belt to collide with the body suit, while everything else is set to collide with genesis. (You may need to add smoothing modifiers to the clothes if they don't already have them. Select the clothing in the scene tab. Then, Edit-->Figure-->Geometry-->Apply smoothing modifier. The Mesh smoothing tab will then show up in parameters under the general tab when you have the piece of clothing selected. )Then you'd use the morphs to bump it out. The bodysuit's opacity can be turned off so it won't show in the render. I can't guarantee it will work in your case, but I have had some success when I've played around with it.
Try applying a smoothing modifier to the belt and set the armour as the collision item. You will want a very low value for smoothing, and even then it may distort the belt too much.
You could also apply a DForm to the belt to pull its straps out.