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)
Seems like Steam broke its CCU record on January 1, 2015. According to the company’s stats page there were about than 8.5 million concurrent users in the store on the first day of the year. This is pretty impressive but there’s not much of a surprise. The dynamics of Steam’s growth is incredible, so we’re expecting to see more users coming to the shop (especially during sales).
The peak of CCU this year was about 8,466,441 concurrent users. Last year Steam set another record: 8 million concurrent users. This happened on June 29, 2014, during the Summer Sale. On December 2013 Steam gathered over 7.5 million people.
Steam continues to be the dominant distribution platform for digital games. This huge shop with millions of users worldwide has yet to live up to its full potential. There’s still the problem of discoverability and lack of quality control, but Valve will definitely fix it later. At least we hope so.