hi, i had the same problem. The only solution I could find on my own is:
load your genesis2 / load your clothes / apply Tpose to genesis (the garment must follow the model) / hide genesis and all part / select all object / right click / click on attach / and export toblender.
Yeah this is one of those daz autofit issues where there's not a simple fix. It's the same deal for long dresses and its the change in pose between G8 (a-pose) and g2 (T-pose) to blame.
There's a hack where you can apply an A pose via a morph to your daz model and try autofit on a morphed...
Conversion can be a great temporary fix. What I've done is beyond conversion if I decide to share, it is a full adapter from any gen to VAM that also supports creating poses automatically from shapes and then any VAM obj back to any gen in DAZ.
This also means, you can natively use any gen of...
It is true, that VaM will create the clothes anyway if it has too many vertices, but I would not support "never worry". Too many vertices in clothes meshes will drop the performance noticeable, especially if you enable physics on them. Maybe not for the desktop mode, but definitely in VR. There...
Hello everyone, this is my workflow on how I make my clothes.
The programs I use are
Marvelous Designer/ Clo3d
Adobe Substance Painter
Blender (for off camera retouching)
Daz 3D
Getting the Avatar
There are 2 ways to get the avatar, one is through Vam and the other is through Daz.
Using Daz is...
It would be best to put your new head into daz first. Scale and position it over the gen z models head, then move the eyes nose and mouth into the rough place you need them, as sculpting in blender can mess these up. (You may need to add the genesis 2 female morphs bundle, not sure now what...
The way I understand from a recent post by Meshed is that it is down to how vam translates the morphs to its modified daz model with grafts and the way the skinning system works means that morphs wont look exactly like they do in daz/blender. I often have to use far less than 100% to get close...
- Added BVH animation export so you can edit and utilize VaM mocap, behavior and animations externally.
- The export respects all bone morphs on the rig and you get a 1:1 match with VaM obj export T-pose and can reimport via BVH player
- When exporting toBlender, you need to set BVH import...
I started in Daz quite some time ago (Studio 3). I was always willing to spin dials to get a look I wanted. I'm not a Blender/Zbrush modeler. I've been using Headshop in Daz, which is kind of like Facegen, perhaps more primitive. What I have to do with that flow is create a model for G3/G8 and...
No.
You can't replace the figure meshes in VaM 1.x You can "only" morph them to another shape.
So the Genesis 2 figure(s) in DAZ3d are the same meshes, you can do morphs in DAZ and use them in VaM.
For DAZ there are some more tools and options to create morphs.
For creating morphs in DAZ it is...
Yes, I only have .blend file. I saw clothing, shapes, hair, eyebrows, body, armature every kind of design/stuff in the blend file using blender but I don't have any kind of info to use this in VAM, not even in the download page.
Hey bud, you are right about the genesis model, it has to be base resolution without any subdivisions, otherwise it won't work.
But it doesn't require a specific blender version, the current blender version also does vertex order, it just looks a little different compared to the version I used...
I asked chatgpt this and was told the process would be to import the model toDaz, then export it toBlender for some clean up work, then export it as an FBX, which can be imported to inZOI. I can only guess this would be a major project for anyone who is new to all this.
Since I often convert VAM models toDaz's Genesis8 models, I have some knowledge of Wrap4D. In fact, having just a head model is not a problem. Wrap4D can wrap the model after separating it, and it won't affect re-importing it into Daz.