the cloth to daz and transfer utility appear jagged and cracked,how to fix it

I'm using md to make clothes for daz characters. When I import obj to daz, everything looks fine, but when I transfer utility, the clothes appear jagged and cracked. Please give me some help~

The cloth in md:

https://drive.google.com/file/d/186j4YyIfh1-oionGbMekgxn56pDlBXPx/view?usp=drive_link

Before transfer:

https://drive.google.com/file/d/1vf9VAjWZrftZCInBu02kNSUcgjt6sg8q/view?usp=drive_link

After transfer utility:

https://drive.google.com/file/d/1yGwSuzwjCVoMVsLu2ilD6bUTZQLjY8xd/view?usp=drive_link

After some poses

https://drive.google.com/file/d/1KIHHeuE3tpjKrwZsMYAZSvz_D9up_b0s/view?usp=drive_link

 Damn~why does it looks so terriable? 

Comments

  • felisfelis Posts: 4,273

    Is the dress modelled towards the base character?

    The croth issue is seen reguarly, caused by projected morphs, i.e. when dialing another chcaracter (than the base) DS will create a projected morph, that can cause this. Can be corrected by doing a specific morph for that character, or Sickleyield has a morph-pack (at least for G8) that tries to minimize the issue.

    Regarding posing, the default weightmap will mose likely be off and need adjustment if you want to use it as conforming. My expectation was that you intended to simulate it.

  • sucan2015sucan2015 Posts: 2

    felis said:

    Is the dress modelled towards the base character?

    The croth issue is seen reguarly, caused by projected morphs, i.e. when dialing another chcaracter (than the base) DS will create a projected morph, that can cause this. Can be corrected by doing a specific morph for that character, or Sickleyield has a morph-pack (at least for G8) that tries to minimize the issue.

    Regarding posing, the default weightmap will mose likely be off and need adjustment if you want to use it as conforming. My expectation was that you intended to simulate it.

    You're right, when I use basic character production, it's much better. But I found that sharp corners still appear at the seam line. I have set the thickness of the seam line to 0 and the mesh to a quadrilateral in MD, but it still doesn't seem to work. Is there a way to fix this problem?

    https://drive.google.com/file/d/1oq3-RSB2EKuMNGhvgECH_Ljle74lGz5r/view?usp=sharing

    https://drive.google.com/file/d/1vNDRDiR8lOOhOxIXd_OaJ3wCMgrF99Kd/view?usp=sharing

  • felisfelis Posts: 4,273

    It looks like DS does not like your seam lines.

    Is the picture after simulation?

    Looks there is some sort of double mesh. And if so, is there sufficient distance between the meshes, else dForce will try to push the mesh from each other. You could try to decrease collision distance to e.g. 0.1 cm (defalt is 0.2).

  • MadaMada Posts: 1,967
    edited July 2023

    You will need to do some weightmapping after using the transfer utility. Because of the design, (and this is especially true of long sleeves far away from the figure or loose clothing) Daz Studio can only estimate which part of the garment belong to which part of the figure. So with long sleeves like that half of the sleeve will be set to the hips, some to the arm and then when you pose the outfit breaks because the face grouping is incorrect.

    There are 3 ways around it - one is to simulate using dforce from a standing pose and a default figure and then transition on a timeline into your pose and shape, the 2nd is to do at least some weightmapping so that when you pose the figure the sleeves move with the arms and not the hips, and the third is to pose your figure and drape in MD and then bring that into DS, but that means you can only use it as a static prop.

    I have some tutorials and videos on rigging clothing here, still a WIP but its useable :) : https://pixeldustvr.com/DazTutorials/

    Looking at the simulation result - did you turn on smoothing? That will help with the jagged points

    Post edited by Mada on
  • crosswindcrosswind Posts: 6,841
    edited July 2023

    Actually Hanfu (汉服) is pretty unique... Transfer Utility cannot well project it with proper weight even on a Base figure, especially in the areas of armpits (with long and wide sleeves), crotch (inner thigh), etc...

    Opt1: Create projection template(s) base on typical Hanfu designs if you frequently make Hanfu(s), then use the template(s) in TU.

    Opt2: Send it back to MD to re-simulation or fix it with Blender or Zbrush, etc. and import to Daz to update the Base geometry of Hanfu.

    Besides, there're still some more tricks in the workflow from MD to Daz, depending on your expectation...

    PS: As for the weird result from the poses, you better add dForce modifier and simulate it with a timeline or at least from memorized pose... and some pJCMs fixing have to be needed as well.

    Post edited by crosswind on
  • sucan2015sucan2015 Posts: 2
    edited July 2023

    felis said:

    It looks like DS does not like your seam lines.

    Is the picture after simulation?

    Looks there is some sort of double mesh. And if so, is there sufficient distance between the meshes, else dForce will try to push the mesh from each other. You could try to decrease collision distance to e.g. 0.1 cm (defalt is 0.2).

    Not after the simulation. I'm actually still learning how to add dforce to clothing. When I lower the smooth iterations to 0, the cracks are improved (although not completely eliminated ). Thanks for your suggestion, I think I need to learn dfroce first

    Post edited by Richard Haseltine on
  • sucan2015sucan2015 Posts: 2
    edited July 2023

    Mada said:

    You will need to do some weightmapping after using the transfer utility. Because of the design, (and this is especially true of long sleeves far away from the figure or loose clothing) Daz Studio can only estimate which part of the garment belong to which part of the figure. So with long sleeves like that half of the sleeve will be set to the hips, some to the arm and then when you pose the outfit breaks because the face grouping is incorrect.

    There are 3 ways around it - one is to simulate using dforce from a standing pose and a default figure and then transition on a timeline into your pose and shape, the 2nd is to do at least some weightmapping so that when you pose the figure the sleeves move with the arms and not the hips, and the third is to pose your figure and drape in MD and then bring that into DS, but that means you can only use it as a static prop.

    I have some tutorials and videos on rigging clothing here, still a WIP but its useable :) : https://pixeldustvr.com/DazTutorials/

    Looking at the simulation result - did you turn on smoothing? That will help with the jagged points

    Wow, this tutorial is really cool, just what I need. I would love to learn how to add weights or dfroce to clothes, especially very complex clothes. When I lowered the smooth iterations, the cracks disappeared, but the jaggies remained

    Post edited by Richard Haseltine on
  • sucan2015sucan2015 Posts: 2

    felis said:

    It looks like DS does not like your seam lines.

    Is the picture after simulation?

    Looks there is some sort of double mesh. And if so, is there sufficient distance between the meshes, else dForce will try to push the mesh from each other. You could try to decrease collision distance to e.g. 0.1 cm (defalt is 0.2).

    Emmm, What does double mesh mean? Is this a setting, where can I turn it off? :(
  • Richard HaseltineRichard Haseltine Posts: 100,493

    Marvellous designer can export double-sided or single sided. Double-sided has an inner and an outer layer, slightly offset and with the inner layer facing inwards - you do not want this for dForce, choose the single-sided option.

  • crosswindcrosswind Posts: 6,841
    edited July 2023

    If you export it as a Thin and Weld object from MD (a must for using in DS), there won't be any double layers mesh.. except for folded patterns etc.. And you better export and fit it on Genesis figure piece by piece as per the design other than a holistic 'single piece'...

    Post edited by crosswind on
  • sucan2015sucan2015 Posts: 2

    crosswind said:

    Actually Hanfu (汉服) is pretty unique... Transfer Utility cannot well project it with proper weight even on a Base figure, especially in the areas of armpits (with long and wide sleeves), crotch (inner thigh), etc...

    Opt1: Create projection template(s) base on typical Hanfu designs if you frequently make Hanfu(s), then use the template(s) in TU.

    Opt2: Send it back to MD to re-simulation or fix it with Blender or Zbrush, etc. and import to Daz to update the Base geometry of Hanfu.

    Besides, there're still some more tricks in the workflow from MD to Daz, depending on your expectation...

    PS: As for the weird result from the poses, you better add dForce modifier and simulate it with a timeline or at least from memorized pose... and some pJCMs fixing have to be needed as well.

    Thank you for your suggestion. It sounds like making Hanfu for Daz is really complicated. Perhaps I should start with some simpler clothes. Is there any place to purchase Hanfu project templates? By the way, what is pJCM? Forgive my ignorance.blush

  • LeanaLeana Posts: 11,640

    pJCM = partial Joint-Controlled Morph. It's a morph made to adjust a specific part of the mesh (hence the "partial") which is automatically triggered when you adjust the pose at a specific joint.

    For example you raise the arm of your figure and that automatically triggers a morph which makes the bend at the shoulder look more natural.

  • Catherine3678abCatherine3678ab Posts: 8,316

    I have wiled away a few hours [days/years] 'fixing' mesh from MD in Hexagon. To get nice even territory lines along borders, one wants a nice line in the actual mesh. Preferably using quads.

    As others have mentioned, I would recommend making each piece of clothing individually [esp. if hoping to fix things with Hexagon].

    The overall experience is better when modeling to the default base figure shape. Once that is done then most characters will be accomodated via auto-follow - sometimes with minor fit morphs made for the more extreme characters.

    Made in the pre-G9 days, I do have my little .pdf tutorial on making pJCMs as well. Plugging along as a fellow customer, not a PA ;-)

    https://www.deviantart.com/catherine3678ab/art/Making-pJCMs-for-Clothing-872454630

     

     

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