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)
Faceware is a realtime mocap software and this month their tech is being brought to the users of Unreal Engine 4.
Faceware Live for UE4
Faceware Live is a markerless, real-time facial motion capture software which converts live video into facial motion data which can then be applied to a character immediately. This data can also originate at any video source, whether that be Faceware’s Pro HD Headcam System or a regular webcam.
Starting this month Faceware Live is available for all users of Unreal Engine 4. This is something that Peter Busch, the Vice President of Business Development at Faceware, and his team expect will greatly influence the world beyond the area of gaming.
The Unreal Engine has long had a corner on the high end of realtime rendering. This high-quality capability will allow our customers to do even more ambitious projects. The support we have received from the entire Epic team has been absolutely fantastic. Our teams share a common understanding of the power of a realtime production tool.
In the short term, Busch predicts that there will be a widespread usage in previz and virtual production. With a force of upcoming rapid production needs that are arising that goes well beyond gaming, the use for episodic and online content is seen. Busch said the most exciting market for them is broadcast television and Faceware is already in works for their first live action and realtime character television series.
For building the Unreal Engine plugin, Faceware worked with Melbourne-based Opaque Multimedia, the company behind the Kinect 4 Unreal plugin. Busch explained that Opaque has a great ability to create a plugin that is native to Unreal’s Blueprint system and straightforward for UE4’s user base. This also includes a more rapid roadmap.
Busch notes that Opaque’s connection in the VR and AR space is quite interesting for some of the more ambitious projects of Faceware.
A Purpose Served
Busch stated that users can experience the content creation pipelines of the future with the combination of Unreal’s power and advanced tech of Faceware. Both he and his team believe that the plugins will serve its purpose and more.