Will Victoria 9 finally deform loose clothing correctly when you apply breast morphs?
Art2Eager
Posts: 23
Asking for a friend.
This has, of course, been painstakingly solved in previous generations by third-party artists half a dozen different ways over the years, I'm just wondering which of those solutions will finally be implemented in the official model, right out of the box?
Comments
Extreme morphs of the Genesis, and clothes that don't follow deformations properly are two different things.
On one hand you have the Daz team that does a very professional work. And on the other hand you have PAs (anyone on earth) that create products to sell, and do a more or less good job at that. Some products are very impressive and behave perfectly well when influenced by bones or corrective morphs. Others behave terribly. That depends on how well the product was made.
When an asset doesn't work well at all, it's the content creator that didn't know how, or didn't take the time to perfect it.
Best option is to dive into the content creation side of Daz, to understand how all these clothes bundles are created. This way it's then possible to fix imperfections and resave correct versions of the .duf files of the shirts, etc. so that they morph better around those breasts your... friend seems so fond of ;)
That's... simply not true. There are workarounds you can apply to all current and future clothing by changing the character model. Like adding morphs which turn the character's chest into a shirt-shape, which are then automatically inherited by any clothing that model wears, so you can crank them up to puff out the middle of the shirt while the actual breasts underneath remain the same shape. Or adding "flap bones" to the character, simulating hanging cloth, which the morph or pose creator can resize manually and the clothing creator can choose whether a particular vertex is shirt flap (scales with flap bone,) bra cup (scales with breast bone) or a little of both.
If you build one of these systems into the figure up-front, literally every artist who makes content for the figure will be forced (or at least heavily incentivized) to follow those conventions when designing content. If you don't, we're all dependant on arbitrary support morphs hand-made in each individual article of clothing, which take a long time to create and may not even match whatever body morphs become popular 5 years from now.
A new figure only comes out once every few years. This is Daz3D's chance to get it right, right from the start, before any 3rd party content even gets made.
How would you expect a figure to solve this? Projection morphs can help, and are already provided in some cases, but they can also be counter productive. dForce can certainly help, but doesn't require a new figure anyway. Custom morphs in the clothing can help in general, though not in all poses, but those have to be constructed per-morph (by human adjustment to the mesh or by using a cloth sim).
One thing I notice is that the Genesis 9 figure has a lot less detail in its morphology by default. That might help, actually? It sort of depends on how many of the little crunches and twists in Genesis 8 were caused by the default morph shape, with all its abs and muscle creases and such.
But the way you solve it with a figure is the same way you solve eyelashes affecting the hairstyle and such. You distribute a solution to the problem with the figure as seperate content that loads automatically when you load the figure.
I'm basically saying "Will this be fixed out of the box, finally, Daz? Or is the community going to need to fix it for you again?" Now that the solutions have been invented and everybody understands how they work, it should be easy for Daz to implement them.