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Question by unityplease · Mar 01, 2015 at 04:16 PM · fbxskeletonclothingdaz3d

Conforming Clothes, fitting on fbx skeleton to another

I have a model I imported from DAZ studio that I want to add a series of clothing sets to.

I 'could' export the model with all the clothing meshes attached and then hide the meshes of the clothes I don't want. this would mean they would still move according to the skeleton.

However the downside of this approach is that I have a lot of hidden meshes on a single character taking up memory, this increases the export/import times and means that I have to have all the complete clothing sets ready at the initial time of export and I can't add more in future.

The alternative is to export the clothing meshes and their skeletons separately, which should conform exactly to the original.

However, I do not know how to 'fix' the skeletons to the underlying unclothed model.

I imagine for every frame the conforming clothed skeleton would have to match the position and rotations of each bone for the 'parent' unclothed skeleton.

Is there an easy way to do this or a script already available with minimum memory to super-impose the clothing skeleton on the unclothed model? This would also have to happen regardless of what animation the underlying unclothed model was doing.

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avatar image unityuser13 · Mar 24, 2015 at 02:31 AM 0
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I need a script like this where for each bone in the clothing target it checks to find an appropriate bone in the source (main figure) and sets it to its rotation values.

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