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Daz to Vam clothing not porting in T pose

browseguy

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Hello Vamers,

I am having trouble transferring clothing correctly, I haven't found a tutorial addressing it either and I feel bad to pester anyone.

I have tried multiple ways, the clothing works on Daz when fitted to the original model and also moves into a tee pose but when placing it on a gen 2 it refuses to make the pose instead it remains as the original came as (an upside down V with arms pointing down). Weirdly enough if not parented to the Gen 2 I can apply the tee pose directly onto the clothing but when parented/fitted again it goes back to an upside down V.

Now when transferring any of these back to Vam, they are imported as an Upside down V instead of Tee and does not fit the model.

I have also tried transferring to blender, but for some reason it comes back into Vam as way too big for the character but in the correct pose.

I feel like if there were some kind of scale/translate table to fit to the model in Vam i could almost pull it off (I am clueless if there is one?) outside of that I am completely lost at this point.

so far I have watched.

DAZ Studio > Virt-A-Mate Clothing Import​


Thanks for reading,
 
Put the clothes on the Genesis 2 model in daz.
Make sure the model is in a tpose.
Select/Highlight only the clothing in the object list.
Click file > export to save an .obj.
When the "Object export options" window comes up, make sure you tick "Filter Objects>Selected Roots"
Now import the .obj you just saved.
It will now be in the tpose position and you can output the .duf file as normal and use the clothing importer in vam.
 
If what you're trying to port is G8 (or G9) clothing to Vam, that is a difficult task. The Autofit in Daz has limitations.. Going backwards from G8 to G2 is not supported, IIRC. You would probably have to do the conversion in Blender.

There is a T-pose for G8 that might help with this process, but I don't know if that will help. The T-pose is in this thread:
 
Put the clothes on the Genesis 2 model in daz.
Make sure the model is in a tpose.
Select/Highlight only the clothing in the object list.
Click file > export to save an .obj.
When the "Object export options" window comes up, make sure you tick "Filter Objects>Selected Roots"
Now import the .obj you just saved.
It will now be in the tpose position and you can output the .duf file as normal and use the clothing importer in vam.

Hey, thanks for the reply.

I just tried your instructions, it is still coming back in unchanged. Its from a Gen 8 model, the other guy who replied said that might affect that process or are you saying this is a work around for that?
 
If what you're trying to port is G8 (or G9) clothing to Vam, that is a difficult task. The Autofit in Daz has limitations.. Going backwards from G8 to G2 is not supported, IIRC. You would probably have to do the conversion in Blender.

There is a T-pose for G8 that might help with this process, but I don't know if that will help. The T-pose is in this thread:
Hey, Thanks for the reply.

That would explain my issue then, it is from a Gen 8 character. I originally went through that same link to port the character over, so I have all that haha.

Do you by any chance know which thread or guide I could look at for help on that about blender? I feel like I figured out a lot just from my failures already so I think I can tough it out as long as I have the right instructions (These can be a nightmare to find).
 
Hey, thanks for the reply.

I just tried your instructions, it is still coming back in unchanged. Its from a Gen 8 model, the other guy who replied said that might affect that process or are you saying this is a work around for that?
Yes, exporting a clothing item after it is posed in any position creates a new .obj in the position you posed it. If you fit other clothing to a genesis 2 model and make sure the model is in the default pose when you export, bringing it back again should put it in the right place for vam's clothing creator.

Screenshot (39).png
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Hey, Thanks for the reply.

That would explain my issue then, it is from a Gen 8 character. I originally went through that same link to port the character over, so I have all that haha.

Do you by any chance know which thread or guide I could look at for help on that about blender? I feel like I figured out a lot just from my failures already so I think I can tough it out as long as I have the right instructions (These can be a nightmare to find).
Sorry, I'm not an expert on Blender.
 
Yes, exporting a clothing item after it is posed in any position creates a new .obj in the position you posed it. If you fit other clothing to a genesis 2 model and make sure the model is in the default pose when you export, bringing it back again should put it in the right place for vam's clothing creator.

View attachment 441591View attachment 441592View attachment 441593
The problem is when I fit the clothes to the the Gen 2, they aren't in the correct position.

For example the shirt goes into a upside down V position rather then a Tee position when fitted and the arms don't go through the sleeves.

The closest I have got is fitting the clothes to the original character, making her invisible then dragging the clothes directly on the Gen 2 (It does not fit them, only moves the parent) then going to blender and fitting all the clothes slightly better... the problem is when I bring back to Daz it looks the same size but once in Vam the clothes are in a tee position but for some reason much bigger then the model. I exported to blender as poser, back to Daz as poser if that helps.
 

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The problem is when I fit the clothes to the the Gen 2, they aren't in the correct position.

For example the shirt goes into a upside down V position rather then a Tee position when fitted and the arms don't go through the sleeves.

The closest I have got is fitting the clothes to the original character, making her invisible then dragging the clothes directly on the Gen 2 (It does not fit them, only moves the parent) then going to blender and fitting all the clothes slightly better... the problem is when I bring back to Daz it looks the same size but once in Vam the clothes are in a tee position but for some reason much bigger then the model. I exported to blender as poser, back to Daz as poser if that helps.

It sounds like you don't have the G8/G9autofit clones for G2 which are required to fit to G2, these are on the hub.

For G8 clothing you need this - https://hub.virtamate.com/resources/daz3d-autofit-clones.44739/
For G9 clothing you need this - https://hub.virtamate.com/resources/genesis-9-autofit-clone-for-genesis-2-female.48220/

Add these morphs to your daz library and you will get the appropriate options for genesis 8 and genesis 9 when it asks you what model the clothes were originally designed for during the fit process.

Once fitted you will need to make sure the clothes are set to base resolution, 0 subdivision if this option is available. (Some clothing creators don't make low/high poly versions available) You can find this setting in the parameters tab, All -> General -> Mesh resolution

Once this is done hide the G2 model using the eyeball icon in the scene panel so only the cloth item is left visible, export the cloth item as obj, delete the G2 model and the original clothes then import the newly created obj into the scene.

Then you can save the scene and import it in VaM.

It's not perfect by any means, it will horribly mess up long dresses and any loose cloth in the armpit areas, you do need to hand fit items like this in blender. G8 gloves and heeled footwear will not work without much more work. G9 gloves however will work great and its about 50/50 for G9 heeled shoes.
 
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It sounds like you don't have the G8/G9autofit clones for G2 which are required to fit to G2, these are on the hub.

For G8 clothing you need this - https://hub.virtamate.com/resources/daz3d-autofit-clones.44739/
For G9 clothing you need this - https://hub.virtamate.com/resources/genesis-9-autofit-clone-for-genesis-2-female.48220/

Add these morphs to your daz library and you will get the appropriate options for genesis 8 and genesis 9 when it asks you what model the clothes were originally designed for during the fit process.

Once fitted you will need to make sure the clothes are set to base resolution, 0 subdivision if this option is available. (Some clothing creators don't make low/high poly versions available) You can find this setting in the parameters tab, All -> General -> Mesh resolution

Once this is done hide the G2 model using the eyeball icon in the scene panel so only the cloth item is left visible, export the cloth item as obj, delete the G2 model and the original clothes then import the newly created obj into the scene.

Then you can save the scene and import it in VaM.

It's not perfect by any means, it will horribly mess up long dresses and any loose cloth in the armpit areas, you do need to hand fit items like this in blender. G8 gloves and heeled footwear will not work without much more work. G9 gloves however will work great and its about 50/50 for G9 heeled shoes.
Amazing work! You just solved my 4 day issue within one reply so I appreciate that a lot haha, thank you so much.

I imported the whole costume and it changed it all to one monotone color after a little bit, I am assuming if I do it one item at a time I can avoid that? I was also looking at importing hair from the model next, do you have any links for guides on that at all? The character morph doesnt really look alike after transferring from Daz to Vam so I am hoping if I at least have the costume and hair attached I will have a better chance at sculpting the face in Vam more closer to it.

Sorry for the extra questions, you nailed that last one so well that its hard not to ask more!

(Edit: I managed to pull the hair off using the same technique for clothes!)
 
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Amazing work! You just solved my 4 day issue within one reply so I appreciate that a lot haha, thank you so much.

I imported the whole costume and it changed it all to one monotone color after a little bit, I am assuming if I do it one item at a time I can avoid that? I was also looking at importing hair from the model next, do you have any links for guides on that at all? The character morph doesnt really look alike after transferring from Daz to Vam so I am hoping if I at least have the costume and hair attached I will have a better chance at sculpting the face in Vam more closer to it.

Sorry for the extra questions, you nailed that last one so well that its hard not to ask more!

(Edit: I managed to pull the hair off using the same technique for clothes!)
Awesome news!! Ah right, the obj export dialog probably didn't have the materials set to export, not to worry there's an easy way round this as you can just copy and paste the textures from the original to the obj. Its somthing you'll need to know anyway as even with the right export settings it still needs to be done often anyway.

Instead of removing the original cloth item from the scene leave it in there till you import the obj version.
Select the original clothing in the scene tab
Highlight the cloth name in the Surfaces tab, right click and select copy selected surfaces
Select the imported obj in the scene tab
Highlight the name in the Surfaces tab, right click and select paste to copied surfaces
Now you can remove the original version so you can save the scene for vam import ;)

Generally you want to export/import one thing at a time.

Hair wise theres currently no way to bring external styles into vam for use with the internal hair system. It can be done as cloth with a sim map for movement. You could also potentially export the hair as obj/fbx and bring it in to vam as a custom unity asset. that parts pretty simple to do as a static asset but if you wanted it to move at all it would require rigging which is a bit out of my wheelhouse.
 
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Awesome news!! Ah right, the obj export dialog probably didn't have the materials set to export, not to worry there's an easy way round this as you can just copy and paste the textures from the original to the obj. Its somthing you'll need to know anyway as even with the right export settings it still needs to be done often anyway.

Instead of removing the original cloth item from the scene leave it in there till you import the obj version.
Select the original clothing in the scene tab
Highlight the cloth name in the Surfaces tab, right click and select copy selected surfaces
Select the imported obj in the scene tab
Highlight the name in the Surfaces tab, right click and select paste to copied surfaces
Now you can remove the original version so you can save the scene for vam import ;)

Generally you want to export/import one thing at a time.

Hair wise theres currently no way to bring external styles into vam for use with the internal hair system. It can be done as cloth with a sim map for movement. You could also potentially export the hair as obj/fbx and bring it in to vam as a custom unity asset. that parts pretty simple to do as a static asset but if you wanted it to move at all it would require rigging which is a bit out of my wheelhouse.

Thanks for explaining that, I managed to reimport all the hair/clothes perfectly outside of movement on any. In future how would I do that from the export dialog box? And this sim map? Is there a guide on how I can do this?

I added all the textures manually after the fact and was error ridden at first, the learning curve is massive. I forget that I had to have the item selected and spent a long time just remembering I had to do that lol.

The face morph also looks a lot better since I can see it now within the costume.

Do you have any links for guides on what plugins I should be running as well for the best performance/sharpest and best image?

I appreciate all your help so far, you have been extremely detailed.
 
Sim maps are really easy to understand, its simply a alpha texture for the clothes going from black = full sim and 255 red being no sim at all. if you wanted to be able to undress you need to use less than 255 red. I usually stick to 252 for that when I want somthing to be undressed.

@atani made a detailed guide for this - https://hub.virtamate.com/resources/a-guide-for-sim-textures.28569/

If you want nice sharp detailed screenshots then there's 2 options

Macgrubers supershot that lets you use Vams built in screenshot mode in high res (upto 8k) the restriction to this is you are limited to Postmagic for post effects, it wont work with Moyashis post effects plugin and it wont pickup reshade at all.

Simply running Vam at high res which is my preferred solution as it allows you to use reshade for post effects - I do this with Nvidia DSR factors normally but I was recently turned on to the Simple Runtime Window editor which allows you to simply tell vam what res to run in so you can switch to high res and take the shot - https://github.com/dtgDTGdtg/SRWE

Finally theres the plugin hazmhox and I developed for screenshot creation. It allows yu to manage and adjust lights, poses, camera positions and studio sets with ease using its own UI which sits on top of Vam. Its amazing and totally essential to me now. https://hub.virtamate.com/resources/studio-maestro.45500/
 
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