Obj to clothing - Transfer Utility - What do I need?

I've been learning Blender and I've got a decent amount of clothing ready to fit to G2F and/or G3F (I haven't decided yet).

What do I need? Projection Templates? Other things?

I know there are a few threads out there that have probably covered this, but I can't find them on Google and as for the search function... We don't get on very well.

Thanks for any help

 

Comments

  • FSMCDesignsFSMCDesigns Posts: 12,804

    Now comes to hard part, LOL

    I am in the same boat as you, have quite a bit of mesh outfits I have made over time that I wanted to rig to the various genesis figures, but have never had any luck with the joint editor or rigging with the transfer utility, even with what tutorials I have found. I actually bought a couple of rigging tutorials in the MP, but haven't had much luck with them yet. Upside is the basic ones work great as dynamic, LOL

    Please let us know what info works for you.

  • FistyFisty Posts: 3,416

    You don't >need< anything that doesn't come already with G2 and G3 and DS.  If you have skirts that are't short and tight you might want Sickleyield's projection templates for dresses, they're much easier than making those ghost bones from scratch.  If your skirts/dress are short and snug-ish then the default dress-knee length template is fine.

  • NGartplayNGartplay Posts: 3,265

    You can always look for a partner who can rig and apply morphs.  In that case maybe you both do some textures and promos. The nice thing with that partnership is that sharing information will help you learn how to rig.  I'm actually in the same boat as all of you.  I can rig in Poser and convert to Daz Studio but I'm awful at tweaking the weight mapping in DS and I've never made anything specifically from obj to G3F.  Will definitely check out the links above.

  • mjc1016mjc1016 Posts: 15,001
    Fisty said:

    You don't >need< anything that doesn't come already with G2 and G3 and DS.  If you have skirts that are't short and tight you might want Sickleyield's projection templates for dresses, they're much easier than making those ghost bones from scratch.  If your skirts/dress are short and snug-ish then the default dress-knee length template is fine.

    There is one nice thing about learning how to do the ghost bones...once you get a basic rig you are happy with, it can become your own template, like SY's templates.  Warning: it's not a difficult process...but a rather time consuming/tedious one, with lots of 'is this good enough or can I do better' decisions...and you should save versions often.  It's easier to go back a step or two if there is a saved version of it than having to start all over.

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited December 2016

    And don't get discouraged if your first impression of blender is shell shock like mine was.

    There is a button switch and lever guide somewhere (I don't remember the link). And if your lucky enough to have Z-brush or Hexagon already, there is a very convenient bridge-thing to Studio.

    Tho you need not use them as Studio allows importing OBJ files in a few ways (Via menu, or just drag it over from a file manager window).

    That is about where my knowledge ends and my confusion begins. I have a few of the 'clothing rigs' somewhere and have no clue how to use them. The others that posted above know that stuff much better then me. I'm completely lost somewhere between page one and two of that guide, and should be watching a Z-brush course I'm delinquent on instead of being lost, lol. (OK, I think I found myself. Was looking for where Daz Studio begins after already having an OBJ from a modeling program.)

    Starting midway threw Part2.

    And instantly stumped I am. Where is that "Transfer Utility"... It is not a tab or tool tab thing, it is a menu 'Edit' kind of thing.

    I'm guessing the clothing item should be selected in the scene tab when that "Transfer Utility" thing is done?

    Always apply a smoothing modifier.  This is what enables collision and makes it much easier for users to use your mesh on a figure with unsupported or mixed morphs.  It doesn't really matter if you choose "fit to source figure" or not.  This will just determine whether or not the new rig is fitted to the figure from which you copied.

    Is that why some clothing items do not follow the joint rotations of the figure when the figure is posed, or is that something else?

    And something glanced over in the next paragraph as well, the path for the saved item (Asset Directory). Do you want it saved to the DIM/Connect (My DAZ 3D Library) folders, or the user "My Library" folder path. That can make finding the files to pack up a bit difficult to find if it's in the wrong set of folders.

    And the other stuff SY mentioned as well. I almost feel like I could fumble threw that if I did not miss something.

    HexToDazStudioBridge_001lbl1.png
    280 x 300 - 9K
    WhereIsThe_TransferUtility_001lbl1crop1.png
    440 x 320 - 17K
    Save_ContentPath_001lbl1.png
    700 x 140 - 9K
    Post edited by ZarconDeeGrissom on
  • Then set the selection and other polygon groups, weight maps, adjust bone placements, jcm's... yup. fun stuff. Actually, it is kinda fun when you know where everything is.

    There was one thing I can't remember anymore. I had a morph that was affecting the wrong part of the clothing and the weight maps did nothing. I think it was some kind of polygon grouping. Basically, the polygons associated with the bone that is affected by the morph will update those vertices, but nothing else (I think that was it). It can be kinda weird when you expect a morph to do something and nothing happens. Wish I could remember the exact details. 

    Luckily, you can just fit an object that you imported onto the figure and it'll auto transfer everything (set both options to undefined or whatever the first option is). That'll get you most of the way there and then there are the adjustments, jcm's, weight map fixing/adjusting, etc.

    Oh, and then there is the famous snapping back when you stop moving the mouse. This happens when the figure hasn't been saved.

  • N-RArtsN-RArts Posts: 1,539
    mjc1016 said:

    Thanks for the links. I will give them a try. 

    Now comes to hard part, LOL

    I am in the same boat as you, have quite a bit of mesh outfits I have made over time that I wanted to rig to the various genesis figures, but have never had any luck with the joint editor or rigging with the transfer utility, even with what tutorials I have found. I actually bought a couple of rigging tutorials in the MP, but haven't had much luck with them yet. Upside is the basic ones work great as dynamic, LOL

    Please let us know what info works for you.

    All of the tutorials that I've read have made the Transfer Utility look easy to use. But for me, all it seems to do is thow errors at me, or resize the outfit. I haven't tried the joint editor. 

    I'm not a fast worker (due to personal stuff), but I would be happy to "share" any outcomes (good or bad). 

    I'd love to have a (3D) partner. But I'm socially awkward and don't really like asking for help (I've always been like that). 

    Oh good. I don't like too difficult... Then again, nothing seems to be as difficult as Blender (or life) :P

    I didn't realise there was so much to do when creating an outfit. I've just found it so easy to create OBJ files, I under-estimated what else went into clothing creation. Thanks for the help and insight everyone.

    I'm sorry for the late response to the thread. I've had a lot of problems with my Operating System. 

  • FistyFisty Posts: 3,416

    With clothing actually making the model is really one of the shortest parts of the process (and the most fun, for me at least), propper rigging and morphing is the longest.  Texturing and making matfiles is in the middle usually. 

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