This page exists within the Old ArtZone Wiki section of this site. Read the information presented on the linked page to better understand the significance of this fact.
As you will soon notice, most figures are nude when they first load into the Scene. This allows you the greatest possible flexibility to add clothing (or not…) Creating a dressed figure would require that the model and clothing be the same actual mesh object, thus limiting you to only one outfit for that figure.
From a technical standpoint, clothing items are figures with body parts and bones of their own. In other words, they are functionally identical to figures, such as Michael and Victoria. Select an appropriate clothing item in the Content tab and add it to your scene. You will see its root node and bones listed in the Scene tab.
Each figure has a unique bone structure tailored to the specific mesh object. In addition, each joint between bones is specifically designed to work with that figure’s mesh. In order to fit properly, clothing items must have both a bone structure and joint settings that are similar to those of the underlying figure (just as your own clothes must be sized and tailored to fit your body). Therefore, each item of clothing is specifically designed to fit a certain figure.
There are three ways to apply clothing to a figure (if the clothing item was originally created with the ability to fit itself to a figure):
To fit clothing to your figure automatically:
To fit clothing to your figure manually:
Items designed for a different figure may work but will probably require additional adjustments.
New in DAZ Studio 2.0 is the ability to drag content from the Content tab or directories and have it apply to the figure or added to the scene.
See “Content Drag-and-Drop” for more details on using this feature.
Fitting clothing to figures involves many complex behind-the-scenes calculations and may not be 100% perfect since there are too many variables beyond DAZ Studio’s control. Keeping the following items in mind will help eliminate problems: