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)
Golaem Crowd is a plug-in for Autodesk Maya that allows for the simulation of controllable characters crowds based on independent agents. It is a tool to generate characters in reachable areas of the scene (e.g. to place an army in a field avoiding trees and rocks) While animators can use Maya tools to make the crowd characters (represented as particle) move in the scene, the plugin provides navigation behaviors to make them go from A to B autonomously.
Control any Type of Characters
The new Golaem Crowd Character Maker handles any type of characters: bipeds, quadrupeds and n-peds. It supports any custom skeleton description and has been successfully tested with various industry standards ( Human IK, 3DSMax biped, Rocket Box, Daz3D, Pinocchio, Advanced Skeleton…).
The Golaem Crowd Character Maker can also automatically edit your motion capture data and make them cycle perfectly while preserving animation.
Do More with Less Work
Powered by a revamped animation engine, Golaem Crowd 3.0 helps to save time and work at each step of the production. Because most cumbersome tasks are automated, artists can now focus on what they do best: being creative. Golaem Crowd procedurally generate new motions by mirroring motions, mixing them together or automatically retargeting them to various character size/morphology, hence dramatically reducing the amount of motions to be produced.
Built-in behaviors automatically choose motions depending on character speed or orientation, adapts feet to the ground (matching closely the ground geometry), or make a character look at a given target or aim at something with a gun. Last but not least, Golaem Crowd now allows to enable or disable physics simulation at any time, at the character level, or even at limbs level in order to mix physics simulation with animation.
Control Birds and Fishes with the Flock Behaviors
Together with automatic 3D placement, Golaem Crowd provides new behaviors for controlling flock of birds or school of fishes with unmatched performances: interactive with 10 000 birds and geometry preview. The flock can wander in a given zone, seek targets or flee dangers.
Validate Your Work Before Even Pressing the Render Button
To speed up shots creation and validation, Golaem Crowd proposes a new interactive previzualisation of the crowd simulation, including geometry diversity, directly in Maya viewport.