If I understand you correctly, you don’t have to start with Neutrals to use headshot. You can use Headshot on any character, including Kevin and Camila - I do all the time.
@Alley
Yeah hoping Bigboss can add his take.
Good afternoon all, I hope you are well. Here is a little bit of information on how these cloths are designed that may help understand the issue with buttons.
The firs thing to know is that if you apply the cloth to the base character that is documented in the product, there will not be any deformation on the buttons.
About the buttons: In earlier products, I was using the default buttons supplied with Marvelous designer and applying the same vertex skinning weigths to all vertexes on the button thinking that by applying the same weight to all vertexes, CC would consider buttons like a rigid object and apply a uniform deformation to all vertexes when users where applying morphs to the base character or using the conform tool. For some reason, CC still deforms buttons when the cloth is applied to a different base than the one that was used to skin the mesh. In recent products, I created my own buttons with a much more reduced polycount which seems to improve the situation as I can observe less deformations when the cloth is applied to different bases but it is still not perfect. Unfortunately, the CC Conform tool is far from being perfect and fails to meet its original goal for buttons and other cloth artefacts and this is something I have raised to RL in the past and for which I have no control as Reallusion needs to fix it in CC. I proposed in the past to have the capability to tag cloth materials or objects as “Rigid Objects” to resolve this but this is not yet available in CC. Hoping that it will be a feature in future CC releases.
The button distortion issue could also be caused by another bug in CC which is observable with high heel shoes. Currently, if you apply high heels before you apply a skirt that has skinning weights on the foot bones, the skirt will be distorted in CC. If you apply the skirt first, and then apply the high heel shoes, the skirt is not distorted. This is also a problem and I would not be surprised they are related in some manner as they both have to do with issues applying cloth on base characters that have had either scaling or transformations applied to the bones of the base character.
Thank you for taking time to explain the issue.
I hope you can highlight this issue to Reallusion again for all of us.
Thank you for your continued great work.
But Edit Range in Conform already does that. Tags selected parts of the mesh with desired degree of rigidness where 0 makes it completely rigid as shown above in the thread.
Understood. Good point on how to fix this. My issue is that all the vertexes already have exactly the same rigidness (same bone weighting values) before morphs are applied in CC and CC will distort the buttons while it should not causing the user to have to do this fix which should not be required in the end.