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)
One year ago, the company introduced Microsoft HoloLens. Yesterday it was announced that Microsoft’s product is open for pre-order, shipping March 30.
HoloLens is a device that enables holographic computing without any other accessories: no markers, no wires, no phone required, and no connection to a PC needed. It is also being developed with Windows 10 making it easy to use.
The device consists of multiple environment understanding sensors and it’s powered by a custom-built Microsoft Holographic Processing Unit (HPU) and an Intel 32-bit architecture. The HPU is custom silicon that allows HoloLens to understand gestures and gaze while mapping the world all around you, all in real time.
HoloLens has see-through holographic lenses that use an advanced optical projection system to generate multi-dimensional full-color holograms with very low latency so you can see holographic objects in your world. The key to a great holographic experience is holograms that are light point rich, i.e., they have a high holographic density and are pinned, or anchored, to the world around you. To achieve this, HoloLens has been designed for optimal holographic density of 2.5K radiants. The more radiants and light points there are, the brighter and richer the holograms become.
HoloLens contains advanced sensors to capture information about what you’re doing and the environment you’re in. The built-in cameras also enable you to record mixed reality captures (MRC) — HD pictures and video of the holograms in the world around you that you can share with others even when they don’t have a HoloLens.
HoloLens will cost developers $3000. Everyone willing to buy this kit should know about some prerequisites:
- Buyer must be a developer in the United States or Canada where the Development Edition will first be available.
- Developer must be a Windows Insider. By participating in the Windows Insider program, he agrees to provide feedback and work with Microsoft to define the future of holographic computing.
- Development Edition hardware and apps are in English only.
Developers who purchase HoloLens will have immediate access to hundreds of UWP apps through the Windows Store – great and familiar apps like OneDrive, Maps, Remote Desktop, People, Movies & TV, Groove Music and Microsoft Office apps. The Microsoft HoloLens Development Edition also gives developers access to a showcase of holographic app experiences to help get them started. These experiences are designed to demonstrate what the device can do, and how it operates, in order to inspire developers to create incredible things. Check out Kudo Tsunoda’s blog post on experiences to learn more.
Let us know if you’re going to pre-order this kit in the comments below.