HOW-TO: enhance DS-only Genesis clothing with draping morphs using Poser

If you are, like me, primarily a DS user who also happens to have Poser but is not much of an expert on using it, this step-by-step guide may be helpful.

It’s about making Genesis clothing that lacks draping morphs (like many freebies do) look a bit more natural. The best way would be, of course, to do a proper animated drape, but somehow it can be way too tricky to set up. So here’s a bit of a cheat.

Here “Genesis” refers to both the original Genesis and the Genesis 2 line of figures. Or it can be any other TriAx figure…

0. Load Genesis in DAZ Studio.
1. Pose Genesis as desired.
2. Load your clothing article and conform it to Genesis. You may want to add smoothing modifier and collision against Genesis here.
3. Select your clothing and save ITS pose as a pose preset.
4. Hide the clothing article, export posed Genesis as OBJ file (choose Poser preset).
5. Hide Genesis, unhide the clothing article. With it selected, go to Parameters – Mesh Resolution; select Base. This is VERY IMPORTANT for successful import of the draped morph back!
6. Export posed base resolution clothing article as OBJ (choose Poser preset).
7. Load Poser. Import your posed Genesis and posed clothing OBJ (as in DS, import/export controls are in the “File” menu). When importing, uncheck all the flags!
8. Go to Cloth Room. Start a new simulation (30 frames is okay, but you may increase the number). I find that checking “Cloth self-collision” is nice; also draping for at least 15 frames gives good results (in DS, “draping” is a term used for all dynamic-related calculations; here it is more like the “static drape” option in DS; pre-draping, essentially). You may also want to increase “Steps per frame” for smoother results.
9. Clothify your clothing OBJ.
10. Set it to collide against your Genesis OBJ. You may want to dial collision offset down to minimise the “poofing” of your clothing against the figure. There may be pokethrough, but later increasing collision iterations will help against it in DS.
11. Adjust the parameters on the right, if you want (DS dynamics use essentially similar settings).
12. Calculate simulation.
13. Go through the frames and find the drape you like best (often it’s the last frame, but not always). When you find the drape you like, export the OBJ – only select the clothing OBJ in the dialog Poser presents you!
14. Back in DS, select your clothing if it’s not selected already. Go to Edit – Figure – Morph Loader Pro.
15. In the “From” field, select the Poser preset.
16. Choose your Poser-exported clothing OBJ as a morph file.
17. Now your file name appears in the box below. Click the little arrow on the left of it to expand the options.
18. You may want to rename the morph and change its propery group here or do it later.
19. The most important thing now is find the Reverse Deformations line, right-click it and set it to “yes”. Then, expand its sub-options.
20. In the Reverse Deformations sub-options, right-click Pose and browse for the pose file you saved out in step 3.
21. Press “Accept”. The morph should be created. If DS says something about geometry mismatch, you most likely have not exported the clothing at base resolution in step 5!
22. Assuming you did not edit the morph name and path in step 18, do it now: go to Parameters – Morphs – Morph Loader (by default, your morph will end up there).
23. Click the little gear icon on the right to your morph name and select Parameter Settings.
24. Rename the morph (the “Name” is the internal one; the “Label” is what the user sees). Change the Path to Actor (this is to get the morph to show up in Shaping tab), type a slash (this character: / ) after it and type your folder name (e.g. “My Drape Morphs”). Click “Accept”.
25. Now, time to save your morph as a morph asset, for convenience and possible distribution. Go to File – Save As – Support Asset – Morph Asset.
26. In the dialog box, type your vendor name in case it’s empty. Type the product name (e.g. “DrapeMorphs”). Now, in Properties, ONLY select your own morphs! Click Accept.
27. Now every instance of the clothing item you load will have your morph!
28. If you want to distribute your morphs, they will be found in data/(original vendor name)/(original product name)/(specific clothing item name)/Morphs/(your vendor name)/(your product name). Make new empty folders replicating the path and copy your .dsf files over.

You may use your draping morph for more poses than the one it was created for. If you like the morph in another pose but find there are some unsightly spots, you can fix those if you have a modeling program.

Tips:

– while draping in Poser, you may want to assign surfaces like collars or pockets to Soft Decorated group, and buttons to Rigid Decorated. It is easy if they are separate surfaces (in the group editor dialog window that pops up on clicking “Edit Soft/Rigid Decorated Group”, clicking Add will let you select by materials).
– some clothing items respond better to draping than others; for instance, jackets modeled as buttoned up but not welded along the opening may come “undone” (with buttons remaining on the wrong side).
– in DS, you can make many morphs in an item before saving as morph assets (it can create many at once), and keep the WIP morphs in a scene file.
– you can use this method not only for Genesis clothing, but also for any other figure or even props! The only difference will lie in saving morphs if the figure or prop you’re draping is not a TriAx one.
– if you need to drape your clothing not only against Genesis but also against other props/figures, you will simply need to export them as OBJ files as well and enable collision against them in Poser.
– if you want more realistic results with draping against props, consider using the same animated drape tricks as in DS (e.g. you move the floor to a negative elevation in frame 1 and then move it up to meet the hem of your dress over the course of several frames).
– Poser has built-in Ground prop at zero level that you can also collide against without importing a floor from DS.

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