Problem of Fitting Genesis 9 Clothes to Genesis 8.1...
OakMoon99
Posts: 25
in The Commons
Hi everyone, I'm trying to fit some Genesis 9 clothes onto Genesis 8 and 8.1 characters, and I'm using MMX Genesis 9 Clones for All.
It works mostly fine, but I noticed that many tops, especially looser clothing, get really messed up under the armpit area when the arms are raised. I don't have experience creating wearable assets for DazStudio, but I don't mind spending some time learning how to manually fix this, just not sure where to start.
If anyone could provide some keywords or point me to existing tutorials, that would be great! Thanks a lot!
3.png
1418 x 640 - 808K
2.png
1416 x 628 - 256K
4.png
1416 x 560 - 584K
Comments
The rigging part is essentially just Transfer Utility, which works by proximity of the item being rigged to the source of the rigging (which may be a special template rather than the base figure). When clothing is loose that may lead to unexpected or unhelpful results, for this kind of thing you are always going to have to do soem editing with the Node Weightmap Brush tool and/or add JCMs (morphs that are controlled by the bone bends rathr than being directly set by the user - Joint Controlled Morphs
One possible source of the problem shown in pics 1 and 2 would be that when autofit rigs the converted item automatically, it assigns polygons to a group/bone based on proximity: it uses a projection template basically telling it "whatever is in this zone should be part of torso, whatever is in that other zone is part of the arm, and so on".
So for loose clothes it may sometimes assigns some polygons to the wrong group because they were nearer to the arm zone than the torso zone.
You'd need to edit the weight maps to reassign those polygons to the right group.
You don't have to have experience of creating garments in this case but you better learn how to fix the corrective morphs on the jackets if you do need to fix them... (as they're dForce ready... actually you don't have to fix them but just go for Simulation with Start Bones from Memorized Pose or tinmeline...)
Here's a tutorial I recorded one year ago to show a workflow of bringing corrective morphs from G9's garment to the auto-fitted garment on G8 (by using ERC Freezed G9 Clone on G8). https://youtu.be/kh2iaN1WyyY?si=rrM8kwTyfyo1bpiN
With this way, you don't need to physically fix anything but just adopt the corrective morph from G9's garment to G8's converted garment, by importing / exporting OBJ files, as well as using Attenuate By function to fix the corrective morpsh on both arms (and all the symmetrical joints...)
But first of all, you need to ERC Freeze G9 Clone on G8M / G8F, and this is a once and for all step from which you'll benefit lot of things from the ERC Freezed clones. Follow this tutorial to do it: https://www.daz3d.com/forums/discussion/comment/8818461/#Comment_8818461 This screenshot tutorial shows how to ERC Freeze G8F clone on G9, but for your case, you just go for ERC Freezing G9 clone on G8M / G8F.
Then go for watching the above video tutorial to give it a try....
For the jacket in your first screenshot, it took 2 minutes for me to fix the pJCMs on both arms of the jacket by using the existinbg corrective morphs from its G9's version.
Edit: If you know some modeling / sculpting software like Blender, you also can directly go for fixing the corrective morphs in Blender with Symmetry turned on... also pretty quick. It's up to your choice ~~
Great ! You're welcome !
..but what is the solution for those of us who are not good at modelling or sculpting?
Nice: I remember you explained that trick a couple of weeks / months ago but I wasn't able to find the link to the video (now it's bookmarked).
...just checked the video, Thanks.