Weight Map Adjustment and JCMs

Поделиться
HTML-код
  • Опубликовано: 21 дек 2024

Комментарии • 21

  • @r3g4rds
    @r3g4rds 2 года назад +1

    Thanks for making these more advanced videos

  • @FlockofAngels
    @FlockofAngels 3 года назад +4

    Awesome tutorial! Amazingly complex. I wonder why you can't use meshgrabber instead of taking it into blender to adjust the mesh? Thank you for this great tutorial!!!

    • @SickleYield
      @SickleYield  3 года назад +1

      Afaik you can. I just don't because I'm used to using Blender.

    • @FlockofAngels
      @FlockofAngels 3 года назад +2

      @@SickleYield You have great skills, this is highly advanced and this video goes into my favorites. 👍

  • @indexMemories
    @indexMemories Год назад

    Thank you. Very useful for skirts that get skinned to legs instead of abdomen bone. Had to do tri to combined then general to tri, replace to get it working though.

  • @lemonZzzzs
    @lemonZzzzs 3 года назад +2

    whoa... I didn't even know weight painting was possible in daz... pretty cool!

  • @TriCounter
    @TriCounter 3 года назад +2

    Great vid. Sound drifting around a little early on for me but fully able to follow thanks

  • @bryanharrison3889
    @bryanharrison3889 2 года назад

    So this is awesome, this is much needed. BUT, I would like to add that there is another Daz step you can do AFTER the transfer utility that will actually alleviate alot of these issues because it helps project a more accurate rig and weight map to your clothes. I can't remember WHO I learned this from, unfortunately, but I learned this a couple of years ago from a Daz user much more talented than me haha. So you load the GEN XXX base figure of your choice, (I believe this works on versions gen3+) So for example, genesis 8.1 male. Then you import your clothing, then you select the transfer utility and you select your target and recipient as you did, but you UNCHECK parent to source figure and UNCHECK fit to source figure. This way, the item is unparented and un-fitted. Once the transfer is complete, you will have your basic rig. From here, it is VERY IMPORTANT to do it in this order. You select the figure FIRST, then hit CONTROL, and select your item in the scene tab. So first, the gen X figure is highlghted yellow, THEN you hit control and click the item to highlight IT in yellow. From there, you go to the hamburger (the horizontal lines tab with the triangle located at the top of the scene/environment/aux viewport window) WITH THE SCENE TAB SELECTED of course... and you click that hamburger, then scroll down to "Edit" then "rigging" then in the dropdown menu, go down to "transfer rigging (figure space)" and click that. That that does is transfers all the bones, skin weight maps, etc directly from the figure to the item you imported. Now. FROM HERE, you unselect everything by clicking blank space in the scene window, then right click on the item you imported, and click "change 'xxx' parent" and then select the desired figure from the list. From here, you will notice that the MAJORITY of common fit/morph issues will automatically be solved PLUS, any morphs applied to the character will automatically transfer over to the item without USUALLY needing tweaks. So for example, if you make a pair of shorts for gen8 base female and transfer utility it, then do what I just described, you can parent those shorts directly to say, Victoria 8, for example, and her morph will automatically apply *usually with good results* and with no need for jcm tweaks or weight painting. USUALLY. Of course, there are certainly cases where you would still have to make jcms and paint weights, but this method will take ALOT of this out of the equation. And if you decide to add a smoothing modifier, which will not be a necessity with this technique in many cases, if you DO choose to add it, then its an added bonus. Also, you can, if you want, just add a PUSH MODIFIER instead, and set the offset to a really low number like .06 or .03 if you have a few minor poke through issues and this will offset the item from the figure enough *usually* so that you'd not need to paint weights OR make jcms. Again, this will not apply to all models in all circumstances, but this absolutely WILL negate the need to do jcms or weight painting in ALOT of use cases. BIG time saver. It doesn't ALWAYS prevent issues, but I've found this method to be a literal lifesaver.

    • @r3g4rds
      @r3g4rds 2 года назад

      interesting, will have to try it

    • @fookustudios3279
      @fookustudios3279 Год назад +1

      I tried this three times and it didn't work. The clothing does not move when I move the characters arms up and down using the Posing Slider for moving said arms up and down.

  • @whittone28
    @whittone28 3 года назад +1

    Fantastic video, thank you!

  • @muglermugler5590
    @muglermugler5590 3 года назад +2

    Amazing Tutorial! I appreciate it! Thank You

  • @fookustudios3279
    @fookustudios3279 Год назад

    Thanks for the tutorial it really helped me out.
    Please consider lowering the screen resolution, I'm watching this in full screen and it still hard to read it.
    The audio is also fading in and out which makes it hard to hear even with the volumne turned all the way up.

  • @CaritasGothKaraoke
    @CaritasGothKaraoke Год назад

    is there any way to paint weight maps with a specific value instead of just "paint = more, alt-paint = less"? Like, I would like to be able to use the selection analysis and select a part of the weight map and then use the values there to paint on with that value to make an area stiffer.

  • @cgidesign
    @cgidesign 2 года назад

    Thanks, very helpful: One question though, at 14:06 when creating the first jcm you say to overwrite "deltas only" - I am trying to find information what the other option "deltas and ERC links" does and when / why to use that one? Can you be so kind as to point to a tutorial about this (if one exists)?

  • @thecedizcsc9525
    @thecedizcsc9525 2 года назад

    Hi @SickleYield At 15:17 you say you're "going to mirror this to the other side", I presume you simply repeat the same process in blender. Isn't there a way to really mirror the morph in Morph loader pro so it affects the other side? This would save so much time and also ensure the morph is actually the symmetrical replica of the first morph.

    • @r3g4rds
      @r3g4rds 2 года назад

      there is, in morph loader pro options panel.

  • @kym2834
    @kym2834 Год назад

    you can paint, but how to you unpaint?

    • @r.b.667
      @r.b.667 Год назад

      with alt pressed

  • @mikhail5002
    @mikhail5002 11 месяцев назад

    audio wayyy too low, can't hear even at 100%, otherwise amazing tutorial!

  • @luizcarlos9443
    @luizcarlos9443 9 месяцев назад

    good video but omg talk on the mic.