If you rig your character up as a standard SineSpace avatar and getting it working properly, then any clothing purchased (or that you make) in SineSpace should just work properly (if not, file a bug report). If you're rigging up your Daz3D content as a costume replacement (also known as a bypass avatar, since it bypasses the entire avatar, clothing, and attachment system), then you're on your own.
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Nice article. I would love to know if there is any cloth rigging tutorial or tool/plugin that could solve the typical mesh bleeding issue. For reference, I have issues with getting custom or bought clothes on a custom animated Daz3D Character in Unity. So far, the character looks good and work. The clothes fit in T-Position but once the animation starts, the vertices from the character bleeds through certain parts again and again. I've looked into the bones skin-weights but was not able to see anything to improve there. the problem grows once certain body-morphs alter the character (giving him more weight or muscles)
VR and eSports are the biggest niches in entertainment industry, which are going to blow up next year. While a lot of developers and analysts are a big cautious about the VR-business, eSports remain some of the most lucrative markets for a lot of companies, including Electronic Arts. For years EA has been failing to jump into the eSports train, loosing to Blizzard and Valve. This time the company is serious.
I am excited to announce that Peter Moore is moving into a new role as Executive Vice President and Chief Competition Officer for Electronic Arts, leading our new EA Competitive Gaming Division (CGD). As the latest step in our journey to put our players first, this group will enable global eSports competitions in our biggest franchises including FIFA, Madden NFL, Battlefield and more. The CGD will be built around three core pillars:
• Competition – To create highly-engaging competitive experiences with our games, officially supported by Electronic Arts.
• Community – To celebrate, connect and grow our community of players across all levels of expertise.
• Entertainment – To develop live events and broadcasting that bring the spectacle of competition to millions of people around the world.
The formation of the Competitive Gaming Division is a groundbreaking opportunity for Electronic Arts to celebrate your passion for play and competition. I’m excited to see what Peter and the team will share in the months ahead.
Andrew Wilson, CEO of Electronic Arts
They don’t say it directly, but basically they are throwing Moore, with his Xbox and EA Sports experience, to conquer the esport market. let’s see where this whole project will take EA.