I found a piece of clothing that I really like, but it's from HS2. I used Asset Studio to extract the model and fitted it onto DAZ's G2F.
I've encountered some problems:
1. The clothing involves some hard metal accessories. I need to simulate only gravity while ensuring the accessories themselves don't deform. But the SIM map currently seems to only distinguish between enabling simulation and disabling simulation. Enabling simulation can simulate gravity, but the hard accessories will also deform like soft cloth simulation; if simulation is not enabled, although it ensures the accessories don't deform, their positions won't change with the gravity simulation. Is there any other method to simulate only gravity for the accessories while ensuring they don't deform themselves?
2. The most important problem: after enabling simulation, the clothing (especially the chain decorations in the picture) will break into segments, as if no connection points were generated.
3. I'm using the model extracted with Asset Studio, but the textures are a bit messy and I haven't quite figured them out.
4. When the clothing is worn on a character in VAM with character deformation enabled, the endpoints of the parts where simulation is disabled will offset with the character deformation, causing exaggerated deformation and distortion.
5. After enabling physics for the simulation parts of the clothing, it shakes very exaggeratedly with the character's movements, almost no stiffness, and adjusting the stiffness in the custom panel has no effect.
6. Since it's clothing transplanted from HS2, it doesn't fit well on DAZ's G2F. I only know the basics of Blender and can only use the sculpt function to fix it bit by bit, the effect is still poor, and if I'm not careful, it deforms...
These are the current problems. I hope to find a patient master to guide me, and also welcome fellow newbies like me to exchange and discuss~~
I've encountered some problems:
1. The clothing involves some hard metal accessories. I need to simulate only gravity while ensuring the accessories themselves don't deform. But the SIM map currently seems to only distinguish between enabling simulation and disabling simulation. Enabling simulation can simulate gravity, but the hard accessories will also deform like soft cloth simulation; if simulation is not enabled, although it ensures the accessories don't deform, their positions won't change with the gravity simulation. Is there any other method to simulate only gravity for the accessories while ensuring they don't deform themselves?
2. The most important problem: after enabling simulation, the clothing (especially the chain decorations in the picture) will break into segments, as if no connection points were generated.
3. I'm using the model extracted with Asset Studio, but the textures are a bit messy and I haven't quite figured them out.
4. When the clothing is worn on a character in VAM with character deformation enabled, the endpoints of the parts where simulation is disabled will offset with the character deformation, causing exaggerated deformation and distortion.
5. After enabling physics for the simulation parts of the clothing, it shakes very exaggeratedly with the character's movements, almost no stiffness, and adjusting the stiffness in the custom panel has no effect.
6. Since it's clothing transplanted from HS2, it doesn't fit well on DAZ's G2F. I only know the basics of Blender and can only use the sculpt function to fix it bit by bit, the effect is still poor, and if I'm not careful, it deforms...
These are the current problems. I hope to find a patient master to guide me, and also welcome fellow newbies like me to exchange and discuss~~