This page is a WIP. There are likely to be incomplete and or missing steps while the page is being built. The DSON Importer for Poser was designed to be simple to use and allow users to load content from their Poser Library in the same way that is already familiar to users. Once you have everything installed, open Poser and ensure you have mapped the locations to your new content. Where you installed your new content. Click on Genesis and load the figure.
You will notice the first time you load the Genesis figure it loads slower than you may expect. Depending on your machine, and how many morphs and unique UV Maps you have installed for Genesis, it can take up to a minute.
What is happening is a cache is being built so it will load faster the next time you load the figure. Once the cache is created, it will continue to use this and load faster until you make changes again. You have the ability to blend any Genesis morph you have bought and installed into a single figure. This means you can take a bit of Michael 5, add a touch or Gorilla and toss in a bit of Alien to create your own unique blend.
You should now see a list of any morphs you have installed that are Real World, Females. Change the value of Basic Female to 1. You should see Genesis change shape. Now we have a more base female shape to begin working with.
You can go into the other sections and adjust values and blend morphs until you are satisfied with your results. Have fun, and try blending different head values with different bodies. Mix and Match.
Materials are added the same way you have always done in Poser. You should see Boots, a Collar, a Jacket, Leggings and shorts. Let's load the shorts. Make sure you have Genesis selected and double-click on the shorts. Once they have loaded, if they are not already selected, select the shorts.
How to Use the DSON Importer for Poser
Nothing has changed! This is the same procedure you are already using in Poser. Simple isn't it? Repeat and load the rest of the set onto Genesis. Clothing that is set as compatible with the DSON Importer for Poser should work fairly well inside Poser, but what happens when you change the figure morph and body parts start poking out everywhere? Again, this is a simple task. This will do just what it says.Hence this is not a tutorial, but rather a very in-depth answer to a comment I frequently get, in the hopes that it will give readers an overview of the whole process, without getting lost in too many details.
Creating 3D objects follows the same basic principle outlined below, however the creation of the geometry differs on the subject matter. It all involves describing a series of points in 3D space, connecting them and building a surface. The points can be created with traditional modelling tools, 3D sculpting, cloth simulation or a combination thereof. For clothing, it usually involves extruding curves and primitives or sculpting tools.
Applying Clothing Figures
However, the real work begins when the 3D object is made. Here are the steps involved:. As ofwe have three types of add-on content for our Genesis figures, no matter what generation. By add-on content I mean anything we can put on our figures, from clothing to weapons, from hair to hats, and anything in between. We have:. The easiest types of content you can create are Props.
Think of chairs and tables, scenery items, even landscapes and buildings. You load them in as part of a set, or as stand-alone items, and our characters can interact with them: they can sit on a chair, at a table, or do something inside a house.
You know the drill too wll. All such items are props. Think of glasses, hats, rings on fingers, earrings, weapons that snap into place, bracelets, that sort of thing. Creating them requires no rigging, only a few special tick boxes when saving them. This means they are very much like the Genesis figure itself, which means they contain a skeleton.
The bones of the skeleton dictate where an item can bend, and where it needs to be straight. Think of an arm that can only bend at the elbow, and only in one direction, and within a certain limit. Both the Genesis figure and the conforming clothing item bend at the same point, and more often than not some adjustment morphs and weight maps are necessary to turn this into a usable piece of clothing.
DAZ Studio is quite clever: it tries to make sure the clothing or the outer layer does not intersect with the geometry of the figure the inner layerbut the clothing creator needs to describe anything that cannot be adjusted intuitively by DAZ Studio. Otherwise that piece of clothing looks terrible. Conforming Clothing starts as a regular 3D object, usually modelled or sculpted around the Genesis base figure in an A or T pose.
Some adjustments are more difficult to make than others. Such adjustments are made either as morphs or weight maps or both. The process involves sending a deformed version of the figure back into the modelling application, making the desired change to the clothing item static meshthen sending the change over to DAZ Studio as a morph, so that it can be dialled in when necessary. I believe this is called a Control Morph. Think of the flare of a coat, or the movement of a skirt. Another principle of changing how clothing behaves is by way of painting Weight Maps.
For example, a leather belt would be less flexible at the buckle than anywhere else. To make our static clothing mesh magically follow our Genesis figure, we need to rig it. DAZ Studio has a handy tool that will transfer the rigging of the selected Genesis figure to a static item of clothing in the same scene. DAZ Studio has its native dForce physics engine to simulate such things, although dForce is said to be developed further into other areas of physics in the future.
The advantage of Dynamic Clothing is the realism it can bring when compared to confirming counterparts, but it can be tricky to simulate, and it can take a while to calculate.
Dynamic objects also start out as regular 3D meshes, with special surface properties attached that describe how much friction and weight an item has. With those properties the dForce engine can calculate what happens to the cloth over a series of frames as the item moves.This page exists within the Old ArtZone Wiki section of this site.Daz Studio Pro Tips: Getting your characters to look more human pt.1
Read the information presented on the linked page to better understand the significance of this fact. Author: Locke Ok, this is the second half of this tutorial. In this one we'll create armholes for the figure and I'll give you a quick example of how to use Hex's mapping tools to create a custom map for your final figure!
Ok, right now your model should look something like this. I've made it purple to make things easier to see. In order for this to look like a nice sleeveless T-shirt, we have to punch arm holes. To do this, we are going to use one of the tools in the Line menu, Insert Points. Alright, there is a lot of visualization in this step.
Where exactly do you want your armholes to go? Just sit there and look at your model for a moment.
Here is where mine are going. I'm going to insert points along the horizontal lines along these two paths, all the way around, not just the front! Now, to use the Insert Points tool, simply click it and then insert points on any line, in any position that you want to. It's very simple! Now just use the tool to draw your armholes.
Now use the Face selection, and select every poly inside your lines, just like in the picture. Then delete them and use the edge finishing technique I should you in the last tut to finish them off.
Because these edges are on both the Y and Z axis, it will take a bit of pushing and pulling of individual lines to get everything positioned just right. When you're all done, just smooth the shirt a couple of times and your done!!! Ok, I know it's not an award-winning model, but we're learning tool and techniques here.
Creating Clothing Against a Genesis Morph Shape (WIP)
Skill is something you'll have to develop on your own. Ok, now for one of the best parts!
In order to apply a texture to your shirt, you need to map it, that is to say, apply UV coordinates to it.Forums New posts Trending Bookmarks. Latest Updates. Log in. New posts.
Aug 5, 1, 4, Never used Daz, but I think you need to mod them. DimS40 Newbie. May 4, 66 Default DAZ3D models have no genitals, you need to add the "naughty bits" yourself Start your search at the Renderotica website, you can get the basic assets there.
Reactions: Dogmeat.This page exists within the Old ArtZone Wiki section of this site. Read the information presented on the linked page to better understand the significance of this fact. As you will soon notice, most figures are nude when they first load into the Scene.
This allows you the greatest possible flexibility to add clothing or not… Creating a dressed figure would require that the model and clothing be the same actual mesh object, thus limiting you to only one outfit for that figure.
From a technical standpoint, clothing items are figures with body parts and bones of their own. In other words, they are functionally identical to figures, such as Michael and Victoria. Select an appropriate clothing item in the Content tab and add it to your scene.
You will see its root node and bones listed in the Scene tab. Each figure has a unique bone structure tailored to the specific mesh object. In order to fit properly, clothing items must have both a bone structure and joint settings that are similar to those of the underlying figure just as your own clothes must be sized and tailored to fit your body.
Therefore, each item of clothing is specifically designed to fit a certain figure. There are three ways to apply clothing to a figure if the clothing item was originally created with the ability to fit itself to a figure :. Items designed for a different figure may work but will probably require additional adjustments. New in DAZ Studio 2. Keeping the following items in mind will help eliminate problems:. User Tools Log In. Site Tools. Old ArtZone Wiki. Getting Started Guides.
Software Guides. Products A-Z. Customer Service. DAZ 3D Home. DAZ Bug Tracker. Knowledge Base. Contact Us. Report A Bug. QR Code. To fit clothing to your figure automatically: Select the figure to apply the clothing item to. In the Content tab, navigate to the folder containing the clothing item that you wish to fit to the figure. Double-click the clothing item.
To fit clothing to your figure manually: Add the clothing to your scene.I got the free version but i have a lot of clothes and a few figures to it but When I try to put the clothes on they either don't fit all the way or they don't pop on to the person what do i do?
Clothing, however, must be made for the figure that you want to fit it to. If the clothing isn't intended for the figure on which you are using it, the fit won't work properly.
For example, if you use the M4 Tunic on the V4. The M4 Tunic is not designed to work on the V4. You can tell what human figure or figures are supported for a clothing item by checking the product page.
Poser and Daz Studio Content Specialists
Look under 'Required Products' to see what figure or figures are supported. Scroll down to the 'Fit to' drop-down. Click on it and select the human figure to which you want the clothes to fit. Some clothing outfits need additional help after they are conformed fit to the figure. Dresses, skirts, capes, and other draping items will usually have additional fit morphs in the item. You can use these to sway the outfit or part of it to eliminate poke-through.
To do this, select the outfit in the Scene Tab and then scroll down the Parameters Tab to find and use a specific fit or adjustment morph. Often, these will have helpful hints. Trending News. Fox News anchor Cavuto fact-checks Trump. Aaron Rodgers, Danica Patrick have reportedly split. Ex-Miss Kentucky gets prison term for sex offense. Why didn't summer kill coronavirus? Experts explain. Coronavirus could cost Trump electoral votes. Woolery changes tune on virus after son tests positive.
Hallmark Channel's long history of exclusion. Woman makes powerful case for more Black doctors. Answer Save. Clothing and people are both "Figures.The very first Daz tutorial I published here was how to make morphs for your character, but I was recently asked how to make morphs for clothing.
Specifically clothing they had bought or downloaded. To be honest to process is almost identical, however I wanted to cover it again because there are some differences and a few extra things to consider. I used them in a recent NSFW render. In this case I will be making a custom morph to fit the shoes a little better. When this is the case I like to dial all morphs to 0 and make my own morph to help fit the feet in better.
To export the clothing is relatively simple. First make sure you have your character wearing the item of clothing either in default A pose or if a pose is provided, like for shoes, then make sure that is applied. If you are working with shoes and have applied morphs to Genesis 8 you may want to show hidden morphs on the shoes and turn the transferred morphs to 0.
This restores the shoes back to their original shape. Hide any other models except the one you wish to export. In this case my shoes are two separate items so I will export them one at a time. If your shoes are 1 item then you will only need to export once. You will also probably want to export your character so you can fit your clothing item to them. Then export. When exporting choose to export as a Wavefront OBJ.
In the export options you can try choosing your target 3D Modeling program from the list. Before exporting remember to also hide any fibermesh brows and eyelashes if your character has them. Now we get to the fun part. Creating the morph. I will give general instructions for Blender here, but the general steps should transfer to whichever application you are using.