Diffeomorphic - When to Transfer Shape Keys onto Clothes?
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I've been spending the last few days familiarizing myself with/setting up a workflow from Daz to Blender using Diffeomorphic and was wondering: When should I - if ever, transfer shape keys onto clothes? Does transferring shape keys onto clothing do anything? Regardless of whether or not I transfer shape keys, clothes clip through the character. Does anyone have a solution to this?
Also, partially related, but if I have multiple characters with the same body but different clothes, can I link their shape keys to save on file size?
Comments
Transferring shape keys is needed to get the clothing follow the figure shape, that's especially useful for tight outfits. Then you may have poke-through anyway and this also happens in daz studio where a smooth modifier is used. In blender you can use shrinkwrap instead.
https://bitbucket.org/Diffeomorphic/import_daz/issues/226/
Gotcha.
Thank you for the clarification!
You can also use some of the tools in sculpt mode, or proportional editing to just fix the mesh if you have poke through. Personally I like the inflate brush. Shrink wrap is good, but sometimes it makes a mess.
Was gonna ask this question myself, but saw that somebody else already did. I try to keep my models' file sizes down (preferably under 10kB), but with some clothing, transferring the shape keys (PJCMs and EJCMs) can really balloon the size of the file. But alas, it looks like it's required, so I'll just make do. As far as the poking through, I personally just create vertex groups for each item of clothing on my base model to hide with the Mask Modifier. This can help eliminate the need for sculpting, which I'm a total tw*rp at doing. Now if I could just figure out how to create a driver for the Mask Modifiers to drive with a bone on my rig, that would be wonderful!