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)
The UNIGINE team has recently presented a new update that brings major UnigineEditor update, properties and component systems upgrade, IG template, experimental road tool, and more. Let’s have a look.
- Major UnigineEditor update: new features, performance optimizations
- Properties system upgrade: support for arrays and complex data structures
- Component system evolution: improved performance, multi-threading, SDK Browser integration
- Improved refraction for glass
- Screen-Space Dirt effect
- Improved sky rendering
- Extended IG application template
- Improved import of textures
- Experimental road tool (WorldSplineGraph system)
“On the way to the major 2.8 release while working on the updated terrain system we gathered a lot of useful user feedback, and the scope of the feature has grown significantly. In order to avoid painful migrations, we decided to dedicate more time to polishing the feature as much as possible. Same thing with the full round Earth solution as they share some codebase,” states the team. That being said, they decided to keep both features in development branches for a while and to move the 2.8 release date to Q1 2019.
Please note that UNIGINE 2.7.3 SDK requires SDK Browser version 1.9.11 or later.
The first thing to study here is the upgraded main tool, which lets you build your UNIGINE worlds. It got a lot of significant improvements, making it even more powerful and easy to use.
You can learn more about the latest version here.