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Kelleytoons
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Kelleytoons
Posted 7 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 9.2K,
Visits: 22.1K
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Yes, but that's a PITA to do for all the clothing that does this. FAR easier to just import another Gen figure in (then everything behaves just fine).
Alienware Aurora R16, Win 11, i9-149000KF, 3.20GHz CPU, 64GB RAM, RTX 4090 (24GB), Samsung 870 Pro 8TB, Gen3 MVNe M-2 SSD, 4TBx2, 39" Alienware Widescreen Monitor Mike "ex-genius" Kelley
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Scyra
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Group: Forum Members
Last Active: 6 Years Ago
Posts: 220,
Visits: 2.5K
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I love your character...haha! It's good you brought up the auto-hide function in those boots. I have completely forgotten about it. I used the method from this Daz3d forum thread for removing that feature from Daz clothing items: If you want to remove this permanently from the clothing you can open the .dsf file for the figure from the \data folder in a text editor (not the .DUF file) and deleting the entire graft section makes it into a regular conformer Example:
"graft" : { "vertex_count" : 19296, "poly_count" : 18872, "vertex_pairs" : { "count" : 156, "values" : [ list of number pairs, [ 123, 123], here ] }, "hidden_polys" : { "count" : 318, "values" : [ list of number here ] } },
CC3 & Daz Tricks | CC3 to Unity workflow
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Kelleytoons
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Kelleytoons
Posted 7 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 9.2K,
Visits: 22.1K
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 Okay, those boots won't load in for me unless I use my "trick" of loading in TWO Gen 8 male characters (the second one is really the one that comes into CC3) because with the Gen 8 male selected and boots added they hide part of the figure. There are other ways around this, but loading in the second figure is what you really need do for this to be properly fitted (IOW, you can't just load the boots in without selected the figure first or this doesn't work). I cover this in a fairly recent video. If you do this the boots will be fitted properly and then no matter what morphs are applied they will, more or less, follow (you may still need to use conform and/or hide the underlying mesh parts, but this is what Daz does as well).
Alienware Aurora R16, Win 11, i9-149000KF, 3.20GHz CPU, 64GB RAM, RTX 4090 (24GB), Samsung 870 Pro 8TB, Gen3 MVNe M-2 SSD, 4TBx2, 39" Alienware Widescreen Monitor Mike "ex-genius" Kelley
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Scyra
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Group: Forum Members
Last Active: 6 Years Ago
Posts: 220,
Visits: 2.5K
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dForce Orelius Gladiator Outfit, which is part of the Brute 8 bundle (the character I've been working on is also based on Brute 8 morphs).
CC3 & Daz Tricks | CC3 to Unity workflow
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Kelleytoons
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Kelleytoons
Posted 7 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 9.2K,
Visits: 22.1K
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What boots are those, specifically?
Alienware Aurora R16, Win 11, i9-149000KF, 3.20GHz CPU, 64GB RAM, RTX 4090 (24GB), Samsung 870 Pro 8TB, Gen3 MVNe M-2 SSD, 4TBx2, 39" Alienware Widescreen Monitor Mike "ex-genius" Kelley
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Scyra
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Group: Forum Members
Last Active: 6 Years Ago
Posts: 220,
Visits: 2.5K
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Yikes...I tried your method with the default figure and it is far superior to what I was doing with the vest. Effortless, too. It didn't work for the boots, though. I tried many Conform settings, including maxing out the Increase Size, Loose Fitting, and Iteration settings and didn't receive a good result. I'll continue using my method for the boots at least. For reference, here is how the boots from a default G8 look when applied to a fat man...
CC3 & Daz Tricks | CC3 to Unity workflow
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Kelleytoons
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Kelleytoons
Posted 7 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 9.2K,
Visits: 22.1K
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See I always go the other way around. In Daz I always export clothing on a default figure, no matter what it is. That way it always fits. Inside of CC3, when I put it on an exaggerated one (either using CC3 or a Daz+CC3 morphs to get the character the way I want) the clothing loads in almost perfect, with conform taking care of any issues. You seldom if ever have to mess around with the other tools (although, as you've found, they are there). But it depends on what you are used to. I'm still not comfortable in Daz, so I want to do nearly everything I do in CC3.
Alienware Aurora R16, Win 11, i9-149000KF, 3.20GHz CPU, 64GB RAM, RTX 4090 (24GB), Samsung 870 Pro 8TB, Gen3 MVNe M-2 SSD, 4TBx2, 39" Alienware Widescreen Monitor Mike "ex-genius" Kelley
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Scyra
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Group: Forum Members
Last Active: 6 Years Ago
Posts: 220,
Visits: 2.5K
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That was VERY helpful, Mike, thanks again...(and again). Another problem I ran into with these big guys is deformed clothing meshes. Usually Daz's autofit is solid, but not always. Fortunately, CC3's Edit Mesh tools can handle the problem. The image below shows the non-corrected vest on top, which had poke-through issues...  Edit Mesh > Faces > Relax Faces is the key to uncrumpling the geometry, which can then be pulled and smoothed from the Sculpt menu. Note that you'll want to correct geometry before polygon reduction.
CC3 & Daz Tricks | CC3 to Unity workflow
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Kelleytoons
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Kelleytoons
Posted 7 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 9.2K,
Visits: 22.1K
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I already had a bicep morph in CC3 (I have SO many morphs half the time I don't know what I have) so I created a neck one I didn't have (or at least didn't work right) just to show.
Alienware Aurora R16, Win 11, i9-149000KF, 3.20GHz CPU, 64GB RAM, RTX 4090 (24GB), Samsung 870 Pro 8TB, Gen3 MVNe M-2 SSD, 4TBx2, 39" Alienware Widescreen Monitor Mike "ex-genius" Kelley
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Scyra
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Group: Forum Members
Last Active: 6 Years Ago
Posts: 220,
Visits: 2.5K
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That is a great idea. I will do it. I have watched almost all your videos but I am still assimilating the information. Thanks! I'm aware you already have two tutorials on the subject CC3 - Creating Morphs from Daz Morphs and Daz Morphs to CC3 - Head Only. I do have iClone so I will give that method a go later.
CC3 & Daz Tricks | CC3 to Unity workflow
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