Questions about individual clothing items in a scene.

DDCreateDDCreate Posts: 1,404

Picture a kid walking in the door, kicking off his shoes and tossing his jacket on the floor and then walking away. Sound familiar? lol

Is there a way I can achieve this effect? It seems most of the shoes operate as a pair and not individual and also clothing tend to stay in T-Pose and look like an invisible person is in them. Is there a way to pose shoes seperatly? Flatten a piece of clothing or twist it? I sense a whole conversation on it depending what morphs or whatever come with the clothes. If that's the case, oh well. I just thought I'd ask in case anyone ever tried to make a messy picture vs. neat and tidy as it is in Daz.

Thanks!

Comments

  • kaotkblisskaotkbliss Posts: 2,914

    you can still pose and scale an item even if it's not being worn. Another thing to help is to select the item and edit->create d-form and mush up the mesh yourself with dformers.

    As for the paired boots, the only solution I've found is to load 2 sets hiding the left on one and the right on the other.

  • DDCreateDDCreate Posts: 1,404

    Hi Kaotkbliss,

    Pose them as in, select them and then apply a chatacter pose? I had never thought of that!

    Hiding them in what way? Sliding one into a wall/furniture so it can't be seen? Or do you men L/R are seperate in the scene tab so "hide" as in, close the EYE icon?

    Thanks for responding!

  • kaotkblisskaotkbliss Posts: 2,914
    DDCreate said:

    Hi Kaotkbliss,

    Pose them as in, select them and then apply a chatacter pose? I had never thought of that!

    You could do that I think, usually I just go through the limbs in the layout tree, expanding the item until I find the part I want to manipulate (such as the shoulder or abdomen etc.)

     

    DDCreate said:

    Hiding them in what way? Sliding one into a wall/furniture so it can't be seen? Or do you men L/R are seperate in the scene tab so "hide" as in, close the EYE icon?

    Exactly, using the eye icon :) The only downside to this is the rotation for the footwear is usually midway between the pair so when you go to rotate, the shoe orbits an invisible center. Just have to be more careful, but it works.

  • mjc1016mjc1016 Posts: 15,001
    edited April 2016

    Two easy ways of dealing with the shoes....load two pair, hide one.  The other, more involved...break the pair apart and save it out as individuals.  This requires the use of the geometry editor tool.

    Load the shoes and just the shoes in the scene, select the (little square with a pencil is its icon) geometry editor, then select one shoe (I use the lasso selection mode from the top view to circle one shoe)....hold control + down for a few seconds....this helps prevent missing any faces.  Then right click in the viewport and on select Geometry Visibility> Hide Selected Polygons.  Then when one shoe is hidden go to File >Save As > Support Asset > Figure/Prop.   Then right click > Geometry Visibility > Show All.   Then repeat for the other shoe...

    For the clothes...use dynamic clothes...there are several pages worth of freebies at... http://www.optitex-dynamiccloth.com/FreebieDownload01.php

    They all work with the included, basic dynamic cloth plugin in Studio.   You simply load the clothing and set it to collide with the floor, furniture, etc...and hit 'drape'.

    There are also a couple of freebie clothes piles at ShareCG...

    Blackfeather has a couple of clothing add-ons... http://www.sharecg.com/pf/full_uploads.php?pf_user_name=BlackFeather1973

    Beat578 has a great pile of laundry.... http://www.sharecg.com/v/83217/browse/21/DAZ-Studio/Pile-of-Cloth

     

    Post edited by mjc1016 on
  • DDCreateDDCreate Posts: 1,404

    I understand on the clothes, that makes sense. On the shoes though, where does rotation come in if I'm just clicking "hide left shoe"?

  • mjc1016mjc1016 Posts: 15,001

    If you are using the load two pair/hide one...after you've hidden one shoe, you can manipulate the remaining one with either the sliders or the Uniiversal too...but the center point will still be the center point of the pair.   It becomes a bit of just keep trying until you like where it is...

    With using the geometry editor and breaking up the pair, each shoe has its own center point and is easier to move around.

  • DDCreateDDCreate Posts: 1,404

    Oh how do you use teh Geometry editor?! That does sound much easier! Or is explaining not as easy? :(

  • mjc1016mjc1016 Posts: 15,001

    I'll try and get some images of the process posted...

    Also, for 'scene shoes'...you don't have to use shoes that fit a figure in the scene...any will work.

  • mjc1016mjc1016 Posts: 15,001
    edited April 2016

    To start with, you need to get the Geometry Editor tool open...

    Then change to the selection tool of choice...I like the lasso for this operation.

    Then hide the selection...

    imageupload52.png
    532 x 518 - 41K
    imageupload53.png
    472 x 498 - 38K
    imageupload55.png
    528 x 537 - 96K
    Post edited by mjc1016 on
  • mjc1016mjc1016 Posts: 15,001
    edited April 2016

    Once the one shoe is hidden, you have a choice..generally I decide to delete the hidden polygons...this has the advantage of making the center point in the remaining item.

    Then depending on the original you may need to convert to a prop (I usually do this anyway...)

    And then save it...

    Repeat for the other shoe.


    The shoes used in this are SickleYields TeenySneakers for K4.

    http://www.sharecg.com/v/41053/gallery/21/DAZ-Studio/K4-Sickle-Teeny-Sneakers

    imageupload58.png
    490 x 396 - 33K
    imageupload57.png
    639 x 399 - 25K
    imageupload56.png
    479 x 450 - 22K
    Post edited by mjc1016 on
  • mjc1016mjc1016 Posts: 15,001
    edited April 2016

    A couple of alternate steps...

    You can export as an obj after you have hidden one of the shoes and then reimport it.

    Also after the process you can use the joint tool and adjust the 'bone' for the shoe to make it easier to manipulate.

    And here is a quick render of the pair as 'props'...

    shoes.jpg
    640 x 800 - 41K
    Post edited by mjc1016 on
  • DDCreateDDCreate Posts: 1,404

    Well I'll give that a spin! Thanks so much for the time you put into putting that answer together for me. I really appreciate it!

  • RDeeRDee Posts: 9

    Hey guys,

    is there no other way, to save a geometry "preset"??
    I have a car... change some things with the geometry editor and i want to save this changes. But node as a converted prop, because the item has features (doors open/close), and so on.

    Any suggestions?

    Thank you,
    regards
    Ronny

  • Richard HaseltineRichard Haseltine Posts: 102,931

    A figure will save as a figure - they both use the same command in the File>Save As>Support Assets menu but they retain their features.

Sign In or Register to comment.