Thanks so much and the bone masking works well for me! I just used the diffeomorphic daz importer plugin to export the G2 mesh and armature from daz and import to blender,I got everything set up in blender epecailly the bone weight transfer.Thanks, this is an interesting find.
I don't know how you exported your G2 armature but it contains some twist bones with weights. So those bone weights gets exported together. But in VaM those bones don't exist.
ReCloth doesn't expect any non existent bone so the weight normalization gets messed up.
I guess I can add a filter in the next update.
For now it is easy to go around this. Either you delete/rename those bones or vertex groups and re-export weight (safest), or you can directly mask out those bones in skinning tab:
View attachment 570825
Found the core reason anyway!Using diffeomorphic daz importer plugin will creat some new bones in blender in the hidden bone collection, the thigh twist bones in blender are actually useful for rotating the thigh bone around z direction,I guess in daz the thigh bone itself can directly rotate around z axis, but it must use the new twist bone to realize the same z rotation in blender by daz importer.
Will try to do some clean up check in blender and at least I know some tips to watch out. Hopefully everything can still be done in blender
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