![]() (I'm just glad no one has suggested "Just fix it in postwork with an image editor" or "You should try making all of your own clothes from primitives.") Neither exporting/re-importing to/from another application nor running a time-consuming simulation (whether it's 60 seconds or 60 minutes) is a great solution for most users. I've no idea if Daz is working on a solution. I'm not sure why the skirts/pants distinction can be made for the lower body, but all tops are just tops. It becomes more obvious as a user moves the sliders toward extremes, but the problem is still there with most clothes when fitted to a figure in their basic/default chest morphs.ĭaz's current figure and clothing technology doesn't appear to make a distinction between tops which fit primarily around the chest (like a bra or bikini top, which would conform closely to breasts) and tops that fit primarily at the shoulders (jackets, sweaters, most shirts, etc., which usually require a different fit between and below the breasts). The problems caused are related and equally awkward to get over. My problems are similar, but with a character who's chest is much less generously proportioned than the standard G8F. ![]() Hadn't thought to use dForce, will have to try it. Heavy is a very widely supported clothing fit, which means the clothes are large enough for her and don't look stretched, but once the simulation is complete, it is then draped over her own shape.īeen learning here. ![]() This can be simply dialling out problematic breast morphs on frame zero and then fading them in over the simulation, or starting from (and then fading out) another shape entirely for one of my characters, I often start simulation for her from about 50% "Heavy" morph before fading that to her actual body shape. You can however set dForce simulation to simulate over the DS timeline, rather than just for a single frame, so you can start the simulation from a non-distorted shape, then change the shape of the character underneath the clothes (auto-follow is ignored on full dynamic clothing during a simulation). If the clothing is already distorted at the first tick of the simulation, then it will continue to simulate with that warped initial shape. Would you mind explaining point 3 in more details, for total dummies like me, please?ĭForce simulation is based on the shape that the clothing starts the simulation with.
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