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justun.r.arnold
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justun.r.arnold
Posted 5 Years Ago
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Group: Forum Members
Last Active: Today @ 3:41 AM
Posts: 5,
Visits: 75
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Hey everyone! I have had CC3 for a month or two and my issue is clothes that I purchase that are not in a t-pose cause a large amount of stretch under the arm pits that is really time consuming to fix and sometimes unusable so is there a better way to approach clothing or just stay away from clothes not in a T-pose.
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Kelleytoons
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Kelleytoons
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 9.2K,
Visits: 22.1K
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These are clothes you are buying where? From RL or from the Marketplace?
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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justun.r.arnold
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justun.r.arnold
Posted 5 Years Ago
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Group: Forum Members
Last Active: Today @ 3:41 AM
Posts: 5,
Visits: 75
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I am actually getting them from turbosquid.
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Kelleytoons
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Kelleytoons
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 9.2K,
Visits: 22.1K
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Yeah, outside clothes often have issue that can't be resolved. Better off buying from RL/Marketplace (or Daz stuff using Transformer).
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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Rampa
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Group: Forum Members
Last Active: 1 hour ago
Posts: 8.2K,
Visits: 62.5K
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Use the pose panel to pose the character into the clothing. Then transfer the skin weights. You can actually rig in any pose, but a T-pose/A-pose is going to give better results then arms at sides, for instance.
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Palmamultimedia
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Palmamultimedia
Posted 5 Years Ago
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Group: Forum Members
Last Active: 3 Weeks Ago
Posts: 40,
Visits: 2.1K
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This problem has been driving me absolutely crazy for days too. I'm designing in Marvellous Designer and have tried T pose A pose and every other pose but still the armpits bunch up. I've tried custom weight maps, exporting Alembic animated avatars to MD you name it but still can't solve this problem. Surely there has to be a way of 'relaxing' the material to avoid this, it can't be done in the A pose as you can't get to the mesh and it doesn't work in T pose as shown. Any ideas get a lifetime subscription to my gratitude ;) 76% of original size (was 665x19) - Click to enlarge
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Marty3DGuru
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Marty3DGuru
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 73,
Visits: 89
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To the last message. It can be sorted and the way you do it is this. I understand it is easiest to create cloth for a character in t-pose or a-pose for accessibility under the arms and seam stitching etc.
Create a cloth in T-Pose or A-Pose 45. Then once garment is done, export the same character from CC3 you built the cloth item onto but in a relaxed stance with the arms down by the sides. Then import obj. into your MD project your working on, but instead of loading as new avatar, you load it as a morph target. Make sure you select a nice amount of frames to smoothly transition from base pose to new stance, usually 15-30 frames is enough. This will allow the cloth to relax more normal. :D
Also if this doesn't work for your needs. I just looked again more carefully at your image, you need to adjust the skin weights to correct this. Also poor topology will not animate very well, especially if you transfer skin weights from base character if the topology is bad, more skin weight painting might not even fix this.
I have recently purchased several pieces of clothing items from the store and marketplace. Whilst some items are fairly decent, it pains me to say some people are selling clothing items with little to no respect for animatable cloth mesh items/topology and frankly shouldn't be selling clothing items that haven't been skin weighted properly in all fairness.
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xenoblackinc
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xenoblackinc
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 14,
Visits: 130
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ok here is what you do cause i use md as well. the problem is this simply you have to make sure the clothing shrinkage is good on the mesh also when you import the clothing it has to be on the mesh you used as an avatar in md. other then that your gonna bash your head up against a wall. trust me i did it also t-pose up to and a pose your legs. trust me it works never build on a t pose or a pose character trust me it works. if you need help shoot me an email blackincwireless@gmail.comremember export you base from cc3 with tpose top apose bottom. do the dressing in md and export it. import as an accessory change the pivot to the center and you might have to scale it down to 10% or 100% or up depending on the exported mesh. once you do that make sure its on your mesh and import the skin weights. you'll be good form there.
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Palmamultimedia
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Palmamultimedia
Posted 5 Years Ago
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Group: Forum Members
Last Active: 3 Weeks Ago
Posts: 40,
Visits: 2.1K
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Thanks for the replies, there are a couple of things that I may not have tried so it's back to the drawing board. Will let you know how I get on!
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Palmamultimedia
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Palmamultimedia
Posted 5 Years Ago
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Group: Forum Members
Last Active: 3 Weeks Ago
Posts: 40,
Visits: 2.1K
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Got it sorted as well as I need it for this project. Learned a lot about retopology [did it in MD] and skin weights so thanks to both of you for your suggestions
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