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)
Ubisoft presented brand new Ubisoft Philippines studio. Based in Santa Rosa Laguna, it’s Ubisoft’s 30th studio. Its manager is stated to be Chip Go, and it is under direction of Oliver de Rotalier, who’s the manager director of Singapore, Philippines, and Chengdu.
As we did in Singapore, we want to expose people to major triple-A franchise.
The University of De La Salle in Manila will help Ubisoft to build its staff by setting up a training program.
We will work with a local university to grow taken the industry needs. We’ll be crafting the right cirriculum, helping students and projects, to quickly grown the next generation of game developers — fits market in Philippines, and that’s why we consider contributing to the ecosystem as important.
Ubisoft’s studios around the world are quite useful. For example, Singapore has been of great help to different franchises. Developers created naval mechanics used in Assassin’s Creed franchise. Opened back in 2008 with only 22 people, it feeds more than 320 employees today.
Studio is set to grow from 50 people by the end of 2016 to 200 in five years. Ubisoft hopes not only to build better games with the new studio, but also contribute to the local economy. It is said that Santa Rosa was chosen for a number of reasons: schools, recreation, less crowding, a theme park were chief among them.
Santa Rosa’s very accessible, and more important, if go to Santa Rosa, it offers unique quality of life. As growing studio, the quality of life is important,. It’s easy, and it’s also a guarantee for those settle there [that they’re] 5-10 minutes from work, have a good balance in life. That was a big focus for us, and we’re happy to provide that.