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daz3d to CC3

Posted By vasquezsolma 5 Years Ago
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vasquezsolma
vasquezsolma
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Anyone Here Has A Same With This... and How to FIX? thanks
https://forum.reallusion.com/uploads/images/a2761d4f-7cd5-4318-8a0d-f650.png
Kelleytoons
Kelleytoons
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Let me know exactly what piece of Daz clothing this is (a link to the Daz page will be helpful).



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vasquezsolma
vasquezsolma
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https://www.daz3d.com/back-2-school-outfit-for-genesis-8-males
this is the link of daz clothing...  
thnaks... 
Kelleytoons
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If I understand what your problem is, there are a few things you can do to mitigate this, but you won't ever get the same fit as you get in Daz.  Remember, the mesh is being converted over to fit a CC3 figure, which has different vertices than a Daz one.  While the fit can get close, there are also morphs and very specific approaches in Daz to get a completely different fit because the purpose is different -- in Daz you are creating a still.

In CC3 you will be getting a figure for animation, and thus you won't really notice such small issues when the figure moves.  However, you can improve things by playing around with the weights and editing the mesh of the shirt in sculpt mode.  Here I did both to get a better fit on the one arm (but left the other alone so you can see the difference).  If you like these improvements I would suggest you get comfortable with the weighting and sculpting tools (look in the manual):

https://forum.reallusion.com/uploads/images/c46f6075-f14c-404c-9e96-7e7c.png




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Kelleytoons
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Okay, I played around with this a little more.

In Daz there are morphs which adjust various pieces of clothing -- again, this is for stills and not something you really do or need inside of an animation.  But if you bring these morphs over (and I have a tutorial on this process if you can't figure it out from the manual) then you can do some adjustment.

Here I adjust one of the arms using such a morph.  The fit is definitely better but, again, you'd have to do this during your animation and I guess if the animation is slow enough it would be worthwhile (personally I wouldn't bother but some folks demand more detail):

https://forum.reallusion.com/uploads/images/32e57445-bb4e-4bd1-9c7f-f48b.png




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vasquezsolma
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ok i get it.. thank anyways ..
zqtech624
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Daz3d SuperSuit imported into CC3
by way of transformer, can someone tell me how to
fix this please.

Thank Youhttps://forum.reallusion.com/uploads/images/6cb84b20-e46e-4b92-a2a3-d1c5.png
Rampa
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zqtech624 (12/14/2019)
Daz3d SuperSuit imported into CC3
by way of transformer, can someone tell me how to
fix this please.

Thank Youhttps://forum.reallusion.com/uploads/images/6cb84b20-e46e-4b92-a2a3-d1c5.png

Sometimes it is better to use an Apose than a Tpose. This is the case for pants and boots. So just widen the stance a bit, so his legs are in a bit of an Apose. Then export from DAZ and import through the Tranformer.
Hookflash
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Rampa (12/14/2019)
zqtech624 (12/14/2019)
Daz3d SuperSuit imported into CC3
by way of transformer, can someone tell me how to
fix this please.

Thank Youhttps://forum.reallusion.com/uploads/images/6cb84b20-e46e-4b92-a2a3-d1c5.png

Sometimes it is better to use an Apose than a Tpose. This is the case for pants and boots. So just widen the stance a bit, so his legs are in a bit of an Apose. Then export from DAZ and import through the Tranformer.


Won't this mess with the foot rotations? I tried this on a character with baggy pants (to get around the same issue as the one in the pic), and their feet ended up not being flat on the ground. When I rotated the feet manually to correct the issue, it messed with the floor contact points of the feet. In the end, I just imported the pants separately and transferred skin weights.

Kelleytoons
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You shouldn't rotate the feet, just open the legs up (in Daz, select the thigh and rotate).  As long as the feet are flat in Daz, they will be fine in CC3.



Alienware Aurora R12, Win 10, i9-119000KF, 3.5GHz CPU, 128GB RAM, RTX 3090 (24GB), Samsung 960 Pro 4TB M-2 SSD, TB+ Disk space
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