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This week finally had some more fun thrown into the technical learning side of things. One thing I missed in Daz was the smooth modifier that does an
ok job at making clothes conform and follow a character's motion. In Blender, this was somewhat accomplished but there was still a bit of poke thru that resulted in manual sculpt work to fix this issue. I've stumbled upon a mix of native Blender modifier tools to accomplish this, even in extreme poses. It's awesome because it cuts down on extra preparation work in between scenes.
It even works well with extremely unrealistic painful-looking poses too, nice!
That's also how the cameltoe look can be achieved, nice!
Finally, I spent a day exploring animation tools to produce some sort of fun preview and get a hand of how it all works. The animation in this post is a result of that. It's still far from what I would ideally like to achieve but it already leaps ahead of what I was able to previously do. There are some lessons I've learned in regard to simulating titty and hair bounce, which does look a bit off here, but I fully expect this to improve as well going forward. Just this animation alone has so many procedural mistakes, but overall I think it's pretty decent for a first real attempt.
Finally, I've run into a new obstacle. The expression and face control tool I spent a few days writing, once I put it to use, it isn't as useful as I imagined it would be. I have some ideas on how to improve on this in the short-term. However, long term solution means I will eventually need to learn some advanced face rigging techniques, which is a terrifying thought.
Cheers