Rigging Artstation Shoes in Daz Studio (with auto-hiding foot poke-through)

Поделиться
HTML-код
  • Опубликовано: 20 янв 2025

Комментарии • 16

  • @MasmydaMusy
    @MasmydaMusy 11 месяцев назад +1

    Your videos are always helpful, thanks for sharing.

  • @Carole_Jane
    @Carole_Jane 11 месяцев назад +1

    Very good! 😊Thanks

  • @AeroGameCenter
    @AeroGameCenter 11 месяцев назад

    Hi again! 😊
    You know, i here just about that theme you're talking!
    Interesting... After creation of the "autohidden follower faces" can we show the visibility back with added cloth/geograft? I didn't find the way. 🤔

    • @WPguru
      @WPguru  11 месяцев назад +1

      Un-fitting or removing the clothing item will bring back the faces. Alternatively you can save two versions of the clothing: one that hides the faces, and one that doesn’t, then you have a choice of what happens when you fit the clothing item.

    • @AeroGameCenter
      @AeroGameCenter 11 месяцев назад +1

      @@WPguru Thanks very much! But how can i remove the faces if they assigned now?

  • @justme3d
    @justme3d 5 месяцев назад +1

    First thing first, thanks for your all tutorials.
    I have a question does this method only work with the default pose, flat feet, and leg position?
    I tried this workflow on Genesis 9 morphed, with the leg slightly closed and the feet pose ready for the middle heel I prepared the shoes in Blender, matching that pose, but when IO used the transfer utility the shoes were moved toward the center, overlapping themselves and distorted a lot.
    Activating the "reverse source shape from target" option gives me the best result but the shoes are badly distorted at the tip end. The weight-painted adjustment doesn't fix it.
    Any suggestion?

    • @WPguru
      @WPguru  5 месяцев назад

      Transfer Utility only reliably works with the base figures, not with customer characters. Once the shoes fit the base, dial in the morph and you may see distortion. It’s an automatic morph that’s created in your shoes (same name as your body morph, but in the shoes). Now shape the shoes so they fit your custom character, then overwrite the auto generated morph with that shape and boom - you have a correction morph without distortions.

    • @justme3d
      @justme3d 5 месяцев назад

      @WPguru Thanks. The never-ending learning process has another step on my way :)

  • @louisbenedict75
    @louisbenedict75 11 месяцев назад

    Hey man, how are you doing?😅
    I just wanted to inform you about the issue I had with bringing clothing from Daz to marvelous designer. Whenever I bring the clothes into MD and I hit simulate, it just disappears. It's my first using MD. I need help.😢

  • @CaptainJonathan
    @CaptainJonathan Месяц назад

    Are those projection templates limited to geneis 9? I do not have all those same options. I have been scouring the internet trying every tutorial I come accross on how to get shoes (high heels) I've built in blender to work on Genesis 8 and I have not had any success thus far. The shoes turn into a mangled mess.

    • @WPguru
      @WPguru  Месяц назад

      Indeed, other figure generations have their own templates, and how well they work will depend on the Genesis generation. Shoes were always a complete and utter nightmare in Genesis 8.

    • @CaptainJonathan
      @CaptainJonathan Месяц назад

      ​@@WPguruI see. Indeed trying to rig shoes on Genesis 8 is a nightmare.

  • @董美香-s7m
    @董美香-s7m 11 месяцев назад

    Hello.I Like your video very much,Could you please provide a tutorial on clothing binding and adding DForce?Thanks,I'm your big fan!!!

  • @ronydey2696
    @ronydey2696 11 месяцев назад +1

    Great

  • @starcityinc4388
    @starcityinc4388 11 месяцев назад

    Hello Jay, I am new to Daz and also UE learning both, working on Daz 4.22 , struggling with below problems, how to fix them?
    How to put Daz Animation on Daz Character in Unreal Engine 5.2?
    1. from Daz to unreal Bridge i send G8 base skeleton / Morphed Characters with and without clothing as a skeleton mesh works fine with all the 3 option ticked in project settings and also with single option selected - fix bone rotation on import. But it is sending empty poses and animation files for both settings for G8 how to fix it?
    2. In G9 base figures / Morphed Characters Skeleton mesh works fine, Poses and animation is also working but they are in grey base G9 figures, is this ok?
    3. How to put that imported Daz animation into my Daz skeleton G8 / G9? because i cannot see any animation in amin to play list. Is it is compulsory to add third party features in UE and assign first your daz Character to ABP Manny for Animations? (But I thought it is for UE Animation which comes with Mannequin) what should i do to play Daz animation to Daz skeleton in UE please advice what are the correct steps to follow. and how to fix G8?

    • @WPguru
      @WPguru  11 месяцев назад

      This playlist has you covered: ruclips.net/video/bIfMFawYtwU/видео.html