Clothes fitting issue

sindweller.kj13sindweller.kj13 Posts: 45
edited December 1969 in New Users

Hello everyone!

I have a question that I need answering.

I have recently started playing around with morphs ++ to make my v4 look the way I want but I've noticed that the few clothes I have, no longer automatically fit to her morphed body. Like for example, I have this dress, which on the base v4 model looks great, but the moment I try to use it on my edited character, her chest and bottom areas jump right through the dress and I have no idea what to do.

I have tried using the adjustment morphs that come with the dress and it doesn't really work properly, I tried getting the measurements done but it doesn't seem to work.

Is there something that I could use to like, automatically fit the clothes to the morphed version of the character?

Comments

  • JimmyC_2009JimmyC_2009 Posts: 8,891
    edited December 1969

    Select your dress in the Viewport, and then right click to see menu options.

    One of them is 'Transfer Active Morphs', and this should put the morphs from V4 into the clothing. It doesn't always work with everything, but it may help.

    Genesis has us all spoiled, because it does this automatically, and one size (almost) fits all.

  • Richard HaseltineRichard Haseltine Posts: 102,701
    edited December 1969

    In what application, and which version? In DAZ Studio 4 right-click on the figure in the viewport and from the context menu choose Transfer Active Morphs.

  • sindweller.kj13sindweller.kj13 Posts: 45
    edited December 1969

    Transfer Active Morphs worked, thank you guys! :)

  • sumares_f2eb1f99b2sumares_f2eb1f99b2 Posts: 38
    edited December 1969

    Transfer Active Morphs does not work.

    I have a simple genesis figure with some body morphs from common plugins designed to morph the genesis figure. I apply a default genesis clothing item (it Autofits with some poke throughs), and after selecting the genesis figure and selecting to Transfer Active Morphs, I get the error message (complete with bad grammar):

    "You must selected a figure built using Parametric Joint Parameters, that either has another item 'Fit to' it, or is 'Fit to' another item, in order to perform this action."

    Yes, even after explicitly choosing to have the item 'Fit to' the figure, and choosing to have the figure 'Fit to' the item. it doesn't work. Same error.

    This is a very basic case, and that is about as broken as I can imagine it being.

  • JimmyC_2009JimmyC_2009 Posts: 8,891
    edited December 1969

    I have a simple genesis figure with some body morphs from common plugins designed to morph the genesis figure. I apply a default genesis clothing item (it Autofits with some poke throughs), and after selecting the genesis figure and selecting to Transfer Active Morphs, I get the error message (complete with bad grammar):

    Genesis morphs apply to any clothing fitted to Genesis anyway, that is not what Transfer Active Morphs is for. Also Genesis clothing does not 'Aitofit' to Genesis, only previous generation figures use Autofit. Genesis clothing 'conforms' to the Genesis Figure.

    If you are trying to fit Genesis clothing to a morphed Genesis figure, then Transfer Active Morphs is not required (and cannot be used).
    If you are having problems with poke-through, than you would need to address it using other methods.

    Here is a link to a YouTube video which explains what to do with Genesis. It is fairly old, but you should be able to follow it.
    https://www.youtube.com/watch?v=gBGzfNgfdyo

  • sumares_f2eb1f99b2sumares_f2eb1f99b2 Posts: 38
    edited December 1969

    Thanks for the reply.

    Yes, I am trying to fit Genesis clothing to a morphed Genesis figure, so I will check out the video at the link you gave and let you know if that worked.

  • AndySAndyS Posts: 1,438
    edited March 2014

    Hi,

    Here is a link to a YouTube video which explains what to do with Genesis. It is fairly old, but you should be able to follow it.
    https://www.youtube.com/watch?v=gBGzfNgfdyo

    sorry, but what's shown after 5:50 don't work. If one selects a special part of the clothing and tries to apply a smoothing modifier, there is the message that no smoothing modifier could be applied to the clothing asset (and the message refers to the clothing asset itself ??).

    I have the situation, that a lot of clothing like T-shirts conflict with the pants or jeans. So the idea was following the tutorial to apply a collision item for that conflict for the overlapping area.
    But with DAZ 4.6 it don't work. Applying of a smoothing modifier for isolated parts of a clothing asset is refused. You only can apply a smoothing modifier to the clothing asset itself (root node), allthough it has all the seperated nodes.

    And not all poking throughs can be solved with the demonstarted method. :-(
    One example is the amy_aimei sporty swimsuit for Genesis. If you solved the poking through for the front side, you have trouble for the backside. And opposite.
    Sometimes you only see it in the render result.

    Andy

    Post edited by AndyS on
  • Steven-VSteven-V Posts: 727
    edited December 1969

    For Genesis, I sometimes solve specific poke-through problems with the Genesis supersuit. It has a whole lot of sections to it, and each one can be resized to push out from or move inside the character. They can also be made transparent (setting opacity to 0, for instance). So you can fit an object to the suit, push the parts of the suit in/out to get the fit you want, and then turn the suit invisible with opacity 0.

  • AndySAndyS Posts: 1,438
    edited December 1969

    Hi Steven,

    I allready worked with a suit.
    What is super-suit?

    Normally I create a character, cloth it, put it into my scenery and pose it.
    After some successful renders from different perspectives I change the posing using the "old" setup for the changed scene, etc.
    Suits are static. They don't follow the posing.
    Thus your suggested method is not really helpful.

    Andy

  • JimmyC_2009JimmyC_2009 Posts: 8,891
    edited March 2014

    Just one example. http://www.daz3d.com/genesis-supersuit

    Use the search function in the Store to see the rest.

    There were some free ones on ShareCG made by JoeQuick I believe, they may work as well, they are just sort of 'second skin' suits.

    Post edited by JimmyC_2009 on
  • AndySAndyS Posts: 1,438
    edited December 1969

    Hi,

    the question is: Why spend a lot of money for an addon (don't have any idea how this should help here) to fit the unsufficient properties of DAZ?

    And how in detail can one of Joes solutions help to solve the attached problem?

    Genesis T-Shirt in conflict with Genesis Pants.

    Andy

    T-Shirt_Conflict.jpg
    800 x 1000 - 34K
  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    Are you animating the shot?

    Will you ever see the back of the shirt in the shot you are using?

    If not, then don't worry about it.

    The limitation is one of the collision system used in DS...you can only collide with one thing...so the shirt can't collide with both Genesis AND the pants. But by using a 'bodysuit' you can have both the shirt and the pants collide with it and give the pants a slight push modifier to put them over the shirt (tucked in) or the shirt to put it over the pants.

  • AndySAndyS Posts: 1,438
    edited December 1969

    Hi,

    mjc1016 said:
    The limitation is one of the collision system used in DS...you can only collide with one thing...so the shirt can't collide with both Genesis AND the pants. But by using a 'bodysuit' you can have both the shirt and the pants collide with it and give the pants a slight push modifier to put them over the shirt (tucked in) or the shirt to put it over the pants.

    as I stated some posts earlier, the character is not animated, but posed for several (sub)scenes and rendered from different perspectives.

    I allready worked with "bodysuit" to have more than one object causing collision with another surface. But this is only static. And the intermediate steps to perform this were a little elaborate.
    What we really need in DAZ is an object suit representing a combi of several objects/figures which follows the poses/moves and can be used for collision handling.

    The first time I thought parenting of the pants (put it as child under the genesis' hip) could be a solution, because following the logic now the pants became a node of the genesis character.
    In the scene tab the node list looks like this:
    Genesis -> Hip -> pants

    But this seems to have no influence of what a collision against the parent object sees. :-(

    Andy

  • JaderailJaderail Posts: 0
    edited March 2014

    Use a GeoShell, it will push modify the Clothing added to it and match the figure pose. Just set the Geoshell to Not render in the render. That's what it was designed to be used for.

    Post edited by Jaderail on
  • AndySAndyS Posts: 1,438
    edited December 1969

    Hi,

    How should geoshell help?
    Yes, it is moving with the poses. But it is impossible, to include the pants into the geoshell.
    Please keep in mind: The T-shirt in our example has to solve the collision with the genesis character and the pants !

    And as it looks: In DAZ this is impossible.

    Yours
    Andy

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    So which do you want on top?

    Do you want the shirt over the pants or the pants over the shirt?

    And what shirt is it?

    Many shirts have a waist morph that can be used to fit them over/under pants...

  • AndySAndyS Posts: 1,438
    edited December 1969

    Yep, I know.

    There're some you have the choice in or out.
    Usually we have the T-Shirt outside the pants. (at least the younger ones) :cheese:

    I found two different types of shirts.
    Those which can have different targets for "fit to" and "collision". In this case, the geoshell can be used for the pants and everything is OK.
    But there are some who aren't able to differenciate.
    Applying these clothes to the character sets "fit to" and "collision" to the same target (as the others too). But now changing the "collision" to the pants, the shirt don't really fit to the character anymore, although it is still stated in the "fit to" parameter. Now it allways fits the pants, but arms, shoulders, neck, ... poke through.

  • JaderailJaderail Posts: 0
    edited December 1969

    Without a Link to the Shirt in question I can not show how I would do this with your Items... If I know which items were in use I could set this all up as needed in a few mins tops and show you a Step by step how to.

  • AndySAndyS Posts: 1,438
    edited December 1969

    Hi Jaderail,

    I'm not quite sure, if the certain item really helps.
    In my oppinion it is more a general question of what collection of objects can collide (or better avoid) other surfaces.
    Up to now it is not possible to parent several objects together into one general object (some kind of extended geoshell) that can be used for the available DAZ effects/possibilities.
    I mean, you can. Isolate the objects, export, re-import and have a pseudo object which you have to overlap with your real figure. But that construct is static and can not follow new poses/moves.

    If I name the items here, than there are further items (other clothing, props, ...) that have the same problems.

    But if you want to know:
    These are freebies from Pusey and Az73.
    As I told you, the shirts from Az73 are able to have different "fit to" and "collision" entries. So no helping construct is necessary.
    Those from Pusey don't react in an adequate way. But Pusey's have the better look / texturing.

    --> Pusey Design: Genesis T-Shirt
    --> Az73: TShirtGenesis.
    Think they are from ShareCG.

    Yours
    Andy

  • WilmapWilmap Posts: 2,917
    edited December 1969

    The TShirt forGenesis 3 Male that I made has a waist fit. I don't think the Genesis version has.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    I was just looking through all your stuff, Wendy, that I have installed and was about to post...yeah, the original Genesis one doesn't. But you've got several other shirts for Genesis that are similar and are much closer fitting in the waist. In fact, the Genesis one looks rather loose fitting...if we are talking about the same shirt.

    smftrsd72, even with smoothing and changing the collision object, if the shirt is too loose or doesn't have a waist fit morph, it's going to be next to, if not completely, impossible to remove/prevent all poke through.

    And as to changing the collision object...if an item has been fit to the base figure (Genesis) then you'll probably need to expand Genesis in the menu to find the fitted item.

  • AndySAndyS Posts: 1,438
    edited December 1969

    Hi,

    let's come back to the main conclusion.

    The hints given in the video (post #5) that one can create collision handling for each joint or each part of the body seperately (as shown round 5:50 of the video) is definately not working in DAZ 4.6.
    Perhaps is was possible in the older DAZ versions, but now not even any workaround can be used.

    To remember:
    The main statement of the video was that one can define an extra collision handling for the shoulder of the shirt against the shoulder of the character. So far the example of the video.
    At the moment there isn't any clothing asset in DAZ 4.6 that can perform the shown action.

  • mjc1016mjc1016 Posts: 15,001
    edited March 2014

    smftrsd72 said:
    Hi,

    let's come back to the main conclusion.

    The hints given in the video (post #5) that one can create collision handling for each joint or each part of the body seperately (as shown round 5:50 of the video) is definately not working in DAZ 4.6.
    Perhaps is was possible in the older DAZ versions, but now not even any workaround can be used.

    To remember:
    The main statement of the video was that one can define an extra collision handling for the shoulder of the shirt against the shoulder of the character. So far the example of the video.
    At the moment there isn't any clothing asset in DAZ 4.6 that can perform the shown action.

    For Genesis, you never could apply smoothing to individual parts. That part of the video is dealing with 4th generation meshes (V4/M4/etc). So, no, it's not broken.

    Specifically said so, starting at 2:40ish...

    Post edited by mjc1016 on
  • JimmyC_2009JimmyC_2009 Posts: 8,891
    edited December 1969

    I was just going to reply as well, but mjc1016 beat me to it.

    Look at the video again, from about 3:20 and you will hear Blaine say that 'With the 4th Gen figures, and earlier, we have to work a little bit differently than we did with Genesis.'

    Genesis is a single skin figure, and does not have different zones.

  • JaderailJaderail Posts: 0
    edited December 1969

    Click! Now I'm up to speed. I now see the reason for the post. I assumed the OP had caught the Difference of Mesh Versions. Much clearer now.

  • AndySAndyS Posts: 1,438
    edited December 1969

    Hi mjc1016 and Jimmy,

    you're not on the right track.
    I was talking about the clothing asset, not the character's skin.

    In the video is shown, that Blain sets an idividual collision handling for a distinct part of the clothing asset.
    The smoothing is applied for the clothing asset itself. And allthough he is able to perform an individual collision handling for the shoulder part of the shirt against whatever.

    But up to now I don't know any clothing asset that is able to have isolated collision handling for its indiviual nodes.

  • JaderailJaderail Posts: 0
    edited March 2014

    And as Pointed out that ONLY works on the OLDER Gen4's as they have a NODE tree where Genesis is a single NODE mesh with a RIG. Thus no Node to set to collide to for other areas. The HIP is the DEFAULT node of Genesis.

    If there is NOT a node to collide to on the Figure it will not matter if you create the correct thing in the clothing, there is still no NODE to collide to.

    Post edited by Jaderail on
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