How do I keep a clothing item from deforming when fitting it to characters like storybook mouse?

I'm trying to get Le Mousquetire Cape to fit on the storybook mouse without deforming. What's the best way to do this? I tried turning off "fit to" and making custom morphs to shape it to the character, then letting dforce do the rest of the work to make it look nice, but then it doesn't move with the character properly when it's posed. (Which I suppose makes sense) I'm comfortable with exporting it to blender to make changes if I need to, but I don't really know the process to keep it from going all wonky when I put it on him.

Thanks!

Comments

  • Richard HaseltineRichard Haseltine Posts: 102,701

    It's probably going wonkly, at least in part, because of the way the morphs are projected from the base figure. You could try making your own morph with the same name as the body morph (if it is just one - you can get the name from Parameter Settings via the gear icon on the slider) or if the character uses mutliple morphs you could create a custom morph and use the Geometry Editor to select most of teh cape (you may want to leave the shouldrs out) and assign them to a Rigidity Group, so that morphs won't be projected from the figure and you an just manually set your own.

  • ShadowdreamShadowdream Posts: 75
    edited February 8

    Richard Haseltine said:

    It's probably going wonkly, at least in part, because of the way the morphs are projected from the base figure. You could try making your own morph with the same name as the body morph (if it is just one - you can get the name from Parameter Settings via the gear icon on the slider) or if the character uses mutliple morphs you could create a custom morph and use the Geometry Editor to select most of teh cape (you may want to leave the shouldrs out) and assign them to a Rigidity Group, so that morphs won't be projected from the figure and you an just manually set your own.

     

    THANK YOU! Just dialing out the character morphs and dialing in my custom morph fixed it. I should have thought of that, but this is my first time making a clothing morph for that big of a shape difference between the genesis character and the character morph, so I hadn't run into the issue yet. Woot! That's going to make this much easier.

    Post edited by Shadowdream on
  • Richard HaseltineRichard Haseltine Posts: 102,701

    If it's a single morph then just making sure your custom morph has the same name (not just label) will make it auto-follow the character morph. Though unless you are going to vary the strength of the morph that probably isn't relevant in this case, but is worth bearing in mind for the future.

  • That's good to know. I will keep that in mind. Thank you! I really appreciate the help!

    It's laying beautifully now.

    sir scrunkle test.png
    1629 x 1293 - 1M
  • ElorElor Posts: 1,958

    Sir Scrunkle looks great yes

    Here's a video in how to know how to name the morph for Daz to be able to activate it automatically a full body morph when fitting clothes on a figure:

    He's using Zbrush to create the morph, and you likely already know how to do it in Blender, but if someone else wants to know, Jay Versluis also has a video explaining how to do it with Blender:

    If you find yourself doing that a lot, a great tool is OBJ Companion: it'll take care of doing the boring parts (changing the resolution to base on export and setting it back to what it was, getting the settings right on import). Just one thing to know, by default, OBJ Companion will dial the morph created at 100%, but if you're replacing an auto-generated full body morph by one you improved in Blender, you have to uncheck the box, because you'll end with a morph dialed at 200% (the auto-generated morph is already at 100%).

  • Elor said:

    Sir Scrunkle looks great yes

    Here's a video in how to know how to name the morph for Daz to be able to activate it automatically a full body morph when fitting clothes on a figure:

    He's using Zbrush to create the morph, and you likely already know how to do it in Blender, but if someone else wants to know, Jay Versluis also has a video explaining how to do it with Blender:

    If you find yourself doing that a lot, a great tool is OBJ Companion: it'll take care of doing the boring parts (changing the resolution to base on export and setting it back to what it was, getting the settings right on import). Just one thing to know, by default, OBJ Companion will dial the morph created at 100%, but if you're replacing an auto-generated full body morph by one you improved in Blender, you have to uncheck the box, because you'll end with a morph dialed at 200% (the auto-generated morph is already at 100%).

     Thanks! I'm working on a render of our D&D party and we have some interesting characters. xD This little guy is a jerbeen, a race from the Humblewood setting that one of our players desperately wanted to play, so we let her bring him in. He's a paladin, and two feet of solid muscle somehow.

    Anyway, thanks for the links too! Just because I know how to bungle through something doesn't mean I can't pick up new tricks, or better ways to do it. That's always helpful, and Jay's a treasure. :)

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