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)
SideFX has finally revealed Houdini 17.5. Let’s start by learning derails from SideFX’s Cristin Barghiel, VP R&D, Scott Keating, Senior Product Designer, Ken Xu, Senior Software Architect – with special guest Bill Polson, Global Head of Pipeline and Workflow, MPC Film.
“Whether you are a feature film VFX artist, a game developer or a commercial studio, Houdini 17.5 brings you new and enhanced tools to meet your most demanding production requirements.”
Houdini 17.5 brings a number of key features and introduces PDG (Procedural Dependency Graph). “This new technology is available in the upcoming release of Houdini 17.5 as a new Houdini operating context called TOPs (Task Operators) and as a standalone application called PilotPDG”.
PDG is meant to:
- Describe complex dependencies visually with nodes
- Transform that dependency description into a set of actionable, schedulable tasks
- Distribute those tasks with the help of a scheduler and compute them in parallel
You can learn more about the newest version here.
Landscape Auto Material by VEA Games is a flexible auto-painting material for Unreal Engine 4 Landscape component. When you are drawing the topology of your landscape, proper material layers are drawn automatically!
All future updates are included and will be available for download as soon as they are released.