3D Archives

My notes on 3D apps I use: ZBrush, Hexagon, DAZ Studio, Poser, Carrara and many others.

Visemes on Genesis 8.1 and how to make them work

I’ve been playing with the new Genesis 8.1 figure in preparation for a project. Most things seem to be working OK, and as expected – including body morphs and may expression sliders. Something that did not show up was visemes. I use them quite often to create expressions, so they’re very important to me. I …

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How to add Documentation to your DAZ Studio Products

When you’re releasing a product for DAZ Studio, it’s a good idea to include instructions to give your users all the info they need to make the most out of your creation. You should also include a license that explains what users are allowed and not allowed to do with your product. This means you …

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How to change any Blender viewport to full screen

I always forget how to do this: most viewports can be changed into full screen mode by hovering over a window and selecting CTRL + SPACE BAR. This works great for 3D and node views, less so for things like the timeline or the outliner.

How to use the Pleats Tools in Marvelous Designer

Let’s talk about pleats! This has to be THE most award winning unintuitive and confusing tool in Marvelous Designer. Let me tell you what I’ve worked out: There are two pieces to the Pleats Puzzle, and they can be used independantly or in conjunction. We have the pleats fold tool and the pleats sewing tool. …

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Filed under: Categories 3D

Calculating the length of a vector in Unreal Engine

I had to calculate the length of a vector recently, and had no idea where to begin. In my little farm/planting project, I’ve used Line Tracing to plant a vegetable on the floor. However, I needed a limitation as to where the player can plant things. They should not be allowed to plant directly underneath …

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Importing animations from Marvelous Designer into Blender

I’ve been able to import Marvelous Designer animations into Blender for rendering! Here’s a short video I’ve tweeted showing my inflatable boat in action: This is how we make it happen in principle. In Marvelous Designer: animate your garment export an OBJ from the first frame export the animation as MDD using the same settings …

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How to change the distance between the garment and avatar in Marvelous Designer

Sometimes you might find that the body of the avatar is poking through the garment, and no matter how hard you try, it just doesn’t seem to go away. I’m assuming you’ve already tried lowering the particle distance on the garment and smoothed the avatar, and you still have small poke through artefacts. Perhaps try …

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How to setup Normal Maps in Blender

Normal Maps contain data rather than colour. Even though we can see something like an image, and it’s technically a picture, the RGB values of each pixel are not treated as visuals by the render engine. To use a Normal Map in Blender’s node editor, do the following: create a texture node and open the …

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How to break or remove a Node Connection in Blender

Unreal Engine has a nice feature that allows us to break a connect between nodes. Blender does too, I just never knew it existed. I had always assumed that deleting a node and re-creating it would be the only way. Turns out there’ a better way: To delete a connection between nodes, CTRL + Right-Click …

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How to use Transparency Maps in Unreal Engine

I’ve imported a mesh model as FBX that was setup with an opacity map. Most of the simple material was created for me by Unreal Engine, but the opacity (transparency) texture was not imported. I had no idea how to do this, but figured it out. Here’s what it should look like and how it …

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How to trace patterns in Marvelous Designer

I’m getting back into MD (and a little CLO too), but it’s been a while since I’ve looked at the app so I’ll have to re-acquaint myself with some of the basics. Tracing patterns from images is one such thing I’ve never quite mastered, not until watching Lori’s new MD course about version 9.5. Here’s …

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Building an Unreal Project for Linux on Windows

Unreal Engine has a nice feature that lets us build distributables (packages) for Linux on a Windows system. It’s a magic known as Cross Compiling. This doesn’t work out of the box, but it’s easy to implement with any Windows version of Unreal Engine. It’s not exactly oblivious how to get started with this magic …

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Basic String Operations in Unreal Engine

Every language has a way to modify strings: add something to the end, search for something in the middle, concatenate two pieces of text, that sort of thing. C++ is no exception, and Unreal Engine exposes that functionality in Blueprint. Let me give you an example: I wanted to find the name of a material …

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Retargeting Synty Characters to the Unreal Skeleton

I’ve recently found a much easier way to use Unreal Guy’s animations with the Synty (Polygon) characters, thanks to TC Mabe’s video (and his other one too). This is an updated version of what I’ve described back in March, something I was never really happy with, nor did I fully understand all steps involved. The …

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How to use a Map Variable in Unreal Engine

I was looking for a way to turn a string value into a Material Instance. I had hoped that Unreal Engine would have a node for that, but alas it does not. Nevertheless, I needed something that like a key/value lookup and came across Map Variables. Those work exactly like a mini-database right inside the …

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