Making high heels shoes for DAZ Genesis 3 Female by amyaimei, literature
Literature
Making high heels shoes for DAZ Genesis 3 Female
I. Create the high heels shoes 3D model.
Pose Genesis 3 Female to the pose as she wears a pair of high heels by using "Foot Tip Toes" and "Toes Spread" pose controls.
Select "Joint Editor Tool."
Select Genesis 3 Female, right click, then select "Edit"->"Bake Joint Rotations..." The objective of that is to turn the JCM's to 0.
Export Genesis 3 Female in the pose into an OBJ.
Import that OBJ into a 3D Modeller.
Model the shoes around the posed Genesis 3 Female.
Export the finished shoes model as an OBJ.II. Prepare the scene for making the conforming shoes.
Create a new scene and load Genesis 3 Female.
Pose Genesis 3 Female as the pose used for
[Tutorial] Convert Clothing G3 to G8, G8 to G3 by SickleYield, journal
[Tutorial] Convert Clothing G3 to G8, G8 to G3
WARNING:This will only work between these two figures or between their male counterparts. It will not work between any previous figures, or between these and previous figures.
Here's the YouTube video.
For this tutorial you need:
Genesis 3 Female from Daz3d.com.
Genesis 8 Female from Daz3d.com.
An item of clothing for one of them that you want to convert to the other one.
Scene Tab and Parameters Tab in Daz Studio 4.9+. If you lack a tab, you can add it using Window--Panes (Tabs) and clicking the one that you need.
THE CONTENT MANAGEMENT/SMART CONTENT HAS TO BE INSTALLED AND WORKING TO USE THIS METHOD. IF YOU CANNOT SEE THE COMPATIB
[Tutorial] G1G2G3G8 Clothing in Blender 6 (JCMs) by SickleYield, journal
[Tutorial] G1G2G3G8 Clothing in Blender 6 (JCMs)
Part 1
Part 2
Part 3
Part 4
Part 5
Download the .pdf version of the entire series here.
In this section, new to the 2017 update to this lengthy tutorial series, I will discuss how to set up joint-controlled morphs for your clothing. This is especially important if you are working with Genesis 3 or 8. Genesis and Genesis 2 were TriAx rigged figures. This means that each bone has three axes, the X, Y and Z plus the possibility of bulges that can be accessed via the Weight Mapping tab (alt+shift+W and Tool Settings tab, then select in Scene Tab the bone whose maps you want to see). This allows some adjustment of the movement of clothing usin
I was thinking about doing a tutorial on how to update older clothing items to dForce, but it turns out Mada has already done a really great one here:
The only thing I think she might've left out is that you don't need that little weight map token saved, it's only there for editing purposes. You save the weight maps by re-saving the clothing to the library (this will save your altered material settings as well).
There's also an option now that when you save a material to library, you can save just the simulation settings, so you can apply them over any material of a given item.
The fact that the clothing has to be fully resaved to update
Converting a Dress from V4 to G8F for dForce by SickleYield, journal
Converting a Dress from V4 to G8F for dForce
So, vwrangler (https://www.deviantart.com/vwrangler) expressed curiosity as to whether the Rovescio dress for V4 might be able to be converted to G8F for dForce use. It sounded like an interesting challenge, and the dress is $2.99, so I thought I'd give it a try.
Note:
This will only work for rigged clothing. Dynamics will require a different workflow entirely and aren't very workable with current available options. I'm working on a product for that.
Workflow:
To go from Victoria 4 to Genesis 2 Female, I first set the dress to weight mapping using the edit--rigging option in the Scene Tab.
Then I dialed the V4 clone to 1.00 on Genesis 2 Female (making her the shape of V4)
[Tutorial]Keeping Bones On TU Conversion, Fast Way by SickleYield, journal
[Tutorial]Keeping Bones On TU Conversion, Fast Way
I've done a previous pair of tutorials on keeping bones when converting items between figures, as for instance between Genesis and Genesis 2. That method takes a few steps and an obj export/import. This way is faster, although it doesn't work well with Generation 4 conversion. This will not work with converting to weight-mapped figures such as Genesis 3 and 8. At present there is no easy way to retain rigging in conversions from Gen 4 - G1 - G2 to G3-G8.
You will need:
-The figure you want to convert TO.
-The piece of clothing or hair you want to convert.
-Any relevant clones. For e.g., you will need to purchase the Michael 4 for Genes
[Tutorial] Transferring Character Morphs G1G2G3G8 by SickleYield, journal
[Tutorial] Transferring Character Morphs G1G2G3G8
The first version of this workflow came from Kattey on the DAZ forum, for which I acknowledge credit.
Here is that (lengthy) thread: http://www.daz3d.com/forums/viewthread/24093/
First of all, however: there are two ways to recreate a character. There is the easy way, which is not redistributable, and the hard way, which is. We'll discuss the easy way first. I'm sorry, but I can't do anything for those of you who absolutely can't learn from text. This is what I have time for right now.
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PART 1: CREATE A SINGLE DIAL
Load Genesis 1. Dial in your character morph. There cannot be anything in the scene except the single figure while