User Guide. The Transfer Utility provides a streamlined method of rigging conforming clothing and accessories. Load the Genesis Base figure into the scene, then import an object to turn into a piece of conforming clothing. This may be relatively low resolution if you plan to use SubD. Material zones should be defined in the modeling program, though there is a method to define surfaces within CCT see Polygon Group Editor tutorial. In Self Serve layout, Transfer Utility can also be accessed by clicking the following icon on the right edge.
Optionally, choose a Projection Template. These are simple clothing and hair items with weight maps that are optimized for the item type. All groups, associated bones, weight maps, and skin bindings are copied from the source figure to the target item.
These will be auto-generated by DAZ Studio 4 as needed to fit the underlying figure. Select the figure and dial a shape:. The conforming item is morphed along with figure and a morph dial is added to the item in the Actor section. Don't forget to save your work! This process creates only a basic rigging for your figure. You will need to test your figure in several standard poses and several shape configurations if applicable to see what morphs, weight maps, etc.
User Tools Log In. Site Tools. User Guide PDF. QuickStart Guide - Barefoot Dancer. I - Navigating the Interface. II - Building a Scene. IV - Shaping. V - Posing. VI - Cameras and Views. VII - Lights. VIII - Rendering. Getting Started.
Installing Software, Plugins and Content. Finding, Loading and Organizing Content. Surfaces Colors and Textures. Rendering Images and Animations. Saving, Importing and Exporting. User Interface. Projects : Quick and Dirty. Projects : In Depth.This tutorial is for those who want to create in Daz Studio 4.
Creating Custom Clothing Morphs in Daz Studio 3D
The aim is to use this morph in a further tutorial but you might want to just use "your" morph on a slider so you can mix it with other characters etc. Bear in mind you cant distribute the single morph you create if you use morphs created by others on your source obj file export.
Load your Figure, in this case Daz Genesis and apply your character preset or shape as desired. In Tool Settings tab go to Joint Editor, you should see the rigging in the view pane.
In the options select Node as your figure and Property. When you dial down your morph the rigging should now adjust automatically. Zero your figure and make sure of it -otherwise every time you load your base figure the morph will be applied. Load your Figure, in this case Daz Genesis and apply your character preset or shape as desired 2. In the Parameters pane change your figure mesh resolution to "Base" and subdivision to "0" 3.
Use Daz Studio scale and click accept 5. Zero or Delete figure and reload base figure without any morphs dialed 6. Zero your figure and make sure of it -otherwise every time you load your base figure the morph will be applied User Guide. This page is a WIP.
There are likely to be incomplete and or missing steps while the page is being built. You made it to the final part of our Rigging tutorial and are now ready to start setting up your Weight Mapping. The following section will give you instruction on Weight Map Rigging. Weight Mapping involves assigning values to a weight map for a bone with a brush tool or gradient tool.
The goal is to come up with smooth bending joints that behave realistically. There are two main options to consider before starting.
For the Dragon Model, Triax Weight Mapping was used to get the extra control in the wings and the curved neck and curved tail. Also, if you are not familiar with the Tools for Weight Mapping, you can refer to the Weight Map Direct Editing document for further information.
Next, select the rotation to weight. Have one selected to get a weight map to display. Now notice that the model in the display has turned blue. This is the unweighted weight map. Blue equals no weight, Red equals weight.
See Illus. Choose the paintbrush to start adding weight by painting directly on the model where the joint is. Painting with the brush takes longer, but it provides more control. Choose a gradient to apply a quick starter map to refine with the brush. In many cases the Sphere gradient is useful for laying down a quick weight map to refine with the Paint and Smooth Brush. Select the tool from the menu.
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This tool allows you to create a starter weight map for each selection set for the model, which you can then refine with the weight brush tools. It is useful to bend the joint to the point where it starts showing bad deformations, or to the point where you have set your joint limits and use that as a starting point to refine with the Paint Brush and Smoothing Brush. Test the joint in both directions, at the limits where the joint is to be set. Continue refining the joint with the brush tools until it is satisfactory, and move on to the next.
If the joint needs more refinement, the Bulge Maps can be used.Clothing Characters in DAZ Studio (Using AutoFit) - Part 05
Bend the joint to its limits.Rigging clothes modeled for Daz Genesis in Daz Studio 4. Below are the steps taken to go from static object to rigged clothing in Daz Studio. This tutorial assumes you have modeled on a base genesis figure in a zero pose with no morphs applied. Import your clothing object to the correct scale, which depends on what scale you originally exported Genesis from Daz. Except for scale, we can leave the default settings for this tutorial. You can add a texture to Genesis if you wish but no morphs or poses - the figure should be zero posed.
You should now have Genesis with your clothing item looking as modeled, which may look rather odd if its a female outfit! Under "post transfer options" check "fit to source figure" and "add smoothing modifier" and then click "Accept".
You can now delete your clothing from the scene and reload it from your library. Select clothing and Fit-to Genesis. Related Daz3d Go Beyond Basic rigging in Daz Studio and learn "how-to" from the links below! Content Creation Mastery for Daz Studio. Basic Genesis clothes rigging in Daz Studio 4. Import your clothing object to the correct scale, which depends on what scale you originally exported Genesis from Daz ie If you modeled around a Genesis figure that was exported at poser scale, then import the clothing at poser scale.
In the save options, you can fill in vendor name, product name and item name. Now click "Accept" You can now delete your clothing from the scene and reload it from your library.DAZ Studio F. Top of Forum Print. Well I am not one take to hyperbole but this is a game changer for me as an animator. Apparently the DS cloth dynamics are way faster than posers and now I can make use of all of the free Dynamic clothing for poser but on genesis models as well as model my own.
Here is a simple test where I imported an ankle length robe I modeled in C4D. And had been using in poser. A simple import and conversion to optitex and 5 min 40 seconds later here is the result of a quick 30 frame animation from the default figure To the morphed posed one. Hi if you have at least DS 4.
This script converts. BTW two threads over at the DAZ forums about this product have vanished today so interested parties may wish to secure their purchase in good faith soon FYI I have no commercial affiliation with this product just excited about getting this ability for my animated genesis figures in DS. There's a basic plugin that comes free with DS, but you can't achieve the same control as the full paid plugin.
I purchased dyncreator the other day. Ive been running tests on it most of the day today. Ill have to look into the free poser dynamic clothing. If I turn the figure and clothing upside down, the draping process turns the clothing back to "right side up".
Not the effect I was shooting for. It's probably something I'm doing wrong, so if anybody has some ideas I would appreciate it. Only had a quick play with it but works like a charm and I'm thrilled with being able to finally use my Poser dynamic cloth in Daz.
The script uses a "hack" some of us have known about for a couple of years, problem is that Optitex had a hissy fit when the "hack" was revealed and "demanded" DAZ do something to stop it, so a block was added to 4.
I was just about to say, if Daz Studio suddenly adopts meaningful physics I will jump up and down like a happy sock puppet. The only reason I'm at Poser is because of soft body and native physics.
Now Poser has to get real time animation record or Puppeteer to keep me. I tried this yesterday on a variety of daz clothing, everything from v4 clothing all the way up to g3f clothing and had mixed results. The v4 clothing worked the best and I was able to achieve some descent draping. When I tried it on g3f clothing, the performance in daz became so slow that it became impractical for me to wait for the results.
I imagine it would drape for g3f clothing as well as v4 clothing but at two minutes plus per frame I just couldnt wait for it to complete.
Im assuming that the real strength of this script will be for poser dynamic clothing which is fine for me. I spent a couple hours yesterday looking for dynamic clothing and adding it to my wishlist. I agree with Mythico, if Daz ever adds a good physics model it will be fantastic if not long overdue.
This script is a good start. Im so tired of autofit that even the smallest improvement in dynamic clothing for daz is welcome. I hope that lola69 continues to support dyncreator.If a 3D object is meant to follow the morphs and movements of a DAZ character, it needs to become an item of conforming clothing.
This allows a garment to be fitted to a DAZ figure, following its movements and full body morphs at least to a certain extend. This is why you pay companies like The Clothing People to do the mind warping and t-shirt logo ratio fancy stuff on the computer.
Just remember that. Still in the Scene Tab, find the little icon in the top right corner of the window, the triangle with four lines next to it. Click it to bring up a rather fascinating menu with several powerful options. One of them is the Transfer Utility. You can even click Show Options to bring up an advanced window that lets you select what type of information will be transferred in the process.
Hit accept and the tool will go to work. It will only take a few seconds to complete. Notice that your original prop has disappeared from the Scene Tab: the tool has replaced it with a figure by the same name Shirt in my casefeaturing the Q-Bert logo.
Now you can load it into other scenes using File — Merge. Add your voice Cancel reply.The very first Daz tutorial I published here was how to make morphs for your character, but I was recently asked how to make morphs for clothing. Specifically clothing they had bought or downloaded. To be honest to process is almost identical, however I wanted to cover it again because there are some differences and a few extra things to consider.
I used them in a recent NSFW render. In this case I will be making a custom morph to fit the shoes a little better. When this is the case I like to dial all morphs to 0 and make my own morph to help fit the feet in better.
To export the clothing is relatively simple. First make sure you have your character wearing the item of clothing either in default A pose or if a pose is provided, like for shoes, then make sure that is applied. If you are working with shoes and have applied morphs to Genesis 8 you may want to show hidden morphs on the shoes and turn the transferred morphs to 0.
This restores the shoes back to their original shape. Hide any other models except the one you wish to export. In this case my shoes are two separate items so I will export them one at a time. If your shoes are 1 item then you will only need to export once. You will also probably want to export your character so you can fit your clothing item to them.
Then export. When exporting choose to export as a Wavefront OBJ. In the export options you can try choosing your target 3D Modeling program from the list. Before exporting remember to also hide any fibermesh brows and eyelashes if your character has them.
Now we get to the fun part.
Creating the morph. I will give general instructions for Blender here, but the general steps should transfer to whichever application you are using. First import all your OBJs. In my case that is both shoes and the character. Vertex order is very important when making Daz morphs so if you are not using Blender you will need to find the equivalent setting in your 3D program.
At this point I like to apply a Subdivison modifier to the character and, if it had one, the clothing. This makes the mesh appear closer to how it will look in Daz when the morph is applied. Now is the time to make your modifications.