Think of an arm that can only bend at the elbow, and only in one direction, and within a certain limit.īoth the Genesis figure and the conforming clothing item bend at the same point, and more often than not some adjustment morphs and weight maps are necessary to turn this into a usable piece of clothing. The bones of the skeleton dictate where an item can bend, and where it needs to be straight. This means they are very much like the Genesis figure itself, which means they contain a skeleton.
I’ve descibed how to create Smart Props on both DAZ Studio and Poser in these articles:Ĭonforming Clothing items are a little more tricky to describe, because technically they’re rigged figures. The only difference is the way they’re saved, with a character in mind – unlike the Dumb Props, which are saved only with the centre of the 3D world in mind.Ĭreating them requires no rigging, only a few special tick boxes when saving them.
They may still require manual tweaking, but they’re generally in the right place.
Those are “smart” because they’re saved in such a way that they snap to a body part of our selected figure as if by magic. Think of glasses, hats, rings on fingers, earrings, weapons that snap into place, bracelets, that sort of thing. Those are also simple to make, and they’re sometimes used as clothing accessories. I’m telling you this because there’s a different type of item, namely the Smart Prop. To make this work, and build a believable scene, we must usually move all items into place rather meticulously with that 3D gizmo, spending hours on making sure things are in “just the right place”. You load them in as part of a set, or as stand-alone items, and our characters can interact with them: they can sit on a chair, at a table, or do something inside a house. Most of them don’t “fit on” a character, but they’re important building blocks of a 3D scene. Think of chairs and tables, scenery items, even landscapes and buildings. They’re regular 3D objects, as complicated or as simple as you like, setup with materials that work in either of DAZ Studio’s render engines. The easiest types of content you can create are Props. I’ll outline the differences below, and how they’re made in principle. You probably have come across all three in your 3D journey, but it’s not always obvious what item is made as what type. By add-on content I mean anything we can put on our figures, from clothing to weapons, from hair to hats, and anything in between.
It all involves describing a series of points in 3D space, connecting them and building a surface.
Workflow OverviewĬreating 3D objects follows the same basic principle outlined below, however the creation of the geometry differs on the subject matter. Hence this is not a tutorial, but rather a very in-depth answer to a comment I frequently get, in the hopes that it will give readers an overview of the whole process, without getting lost in too many details. If I knew the ins and outs as well as some of the PA’s do, I’d sure share it with you as articles or videos, trust me.
Note that I’m not a clothing creator myself, so I’m not the right person to ask about details. I get this question regularly, in which new users ask me something along the lines of, “can I make my own clothes for Genesis, and if so, how do I do this?” Little do most people know what a huge undertaking this is, so I thought I’d outline the principle in basic strokes, to give y’all an overview what’s involved in the process.