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)
We have adopted voxels as the basic unit to store information about virtual worlds. A voxel is the equivalent of a pixel, but in 3D. They do not have to be square; they can represent both very smooth and sharp objects at the same time. We use voxels for content generation and editing. We have seen their greatest advantages appear there.
This however does not require you to adopt an entire new production pipeline. Our system outputs traditional polygons so they can be used in legacy systems like rendering, physics, collisions, AI and path finding. You can connect Voxel Farm to traditional game engines like Unreal, CryENGINE and Unity. From the perspective of the engine, it is like the meshes have been created by artists, the pipeline remains the same.
Create More, Faster
A big portion of the manual work involved in creating virtual worlds can be automated. We have developed several systems that can help you get started. Automatic generation helps to provide the background in which your stories are developed. It also helps cut your development costs, since you get to focus your efforts on what really matters.
Since we’ve adopted voxels, we can represent complex terrain topologies such as caves, overhangs and floating islands at no additional expense. If you’ve had an idea in the past, that was too crazy to create, its time may be now! Our L-Systems and Grammars can be used to produce anything that has a structure, like buildings, weapons and other objects.
Physics and Destruction
We can produce worlds where the users have real choices. Destruction can be as meaningful as creation. It can be permanent too, if you’d like. We are able to simulate other dynamic systems such as water, fire, smoke and lava. It is possible to create other custom systems similar to these.
What their simulation rules will be, is really up to you. Voxels allow the world to come alive. We now deal with fully volumetric objects, which means we are able to know how much they weigh, what their flotation properties are and how they are made up inside.
Content creation is bound to become a democratic process. It has already happened with other forms of media and it will happen for virtual worlds as well. Our approach to creation lowers the entry barriers so amateurs can produce content with high quality standards. Not every aspect of your virtual world needs to be crafted by you; you can rely on your users to create quality content for themselves. Voxels help to make collaboration much easier. Even if you do not open your world to your users, your creative team will benefit from the collaborative nature of the Voxel Farm engine.