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        <dc:date>2012-03-29T16:24:36+00:00</dc:date>
        <title>Adding JCM's to Clothing</title>
        <link>/public/publishing/adding_jcm_clothing/start</link>
        <description>
&lt;h1 id=&quot;adding_jcm_s_to_clothing&quot;&gt;Adding JCM&amp;#039;s to Clothing&lt;/h1&gt;
&lt;div class=&quot;level1&quot;&gt;

&lt;/div&gt;

&lt;h2 id=&quot;summary&quot;&gt;Summary&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;

&lt;p&gt;
If the default morphs that are automatically created upon running the Transfer Utility are not as good as they need to be, tools exist for fixing these problems. Creating JCM&amp;#039;s or Joint Corrective Morphs is one technique to fine tune these problem areas.
&lt;/p&gt;

&lt;/div&gt;

&lt;h2 id=&quot;process_overview&quot;&gt;Process Overview&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;
&lt;ul&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Pose the figure&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Export the figure&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Load the figure in modeler to fix the issue&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Steps to save the JCM&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Load and use Reverse Deformations&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Test&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;/div&gt;

&lt;h2 id=&quot;foundation&quot;&gt;Foundation&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;

&lt;p&gt;
This example shows a coat that didn&amp;#039;t look right when the head and neck were bent backwards. The desire is to build a morph to fix the coat when the head was bent back.
&lt;/p&gt;

&lt;/div&gt;

&lt;h2 id=&quot;step_by_step&quot;&gt;Step By Step&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;

&lt;p&gt;
Follow the steps below to create a JCM to fix a clothing item&amp;#039;s bending issues. 
&lt;/p&gt;

&lt;/div&gt;

&lt;h3 id=&quot;step_1pose_the_figure&quot;&gt;Step 1: Pose the Figure&lt;/h3&gt;
&lt;div class=&quot;level3&quot;&gt;

&lt;p&gt;
Pose the Genesis neck (with the clothing item loaded). 
Bend the neck backwards all the way (30%, X-rotate).
This places the figure and clothing item in the proper location for making the necessary modeling changes.
&lt;/p&gt;

&lt;/div&gt;

&lt;h3 id=&quot;step_2export&quot;&gt;Step 2: Export&lt;/h3&gt;
&lt;div class=&quot;level3&quot;&gt;

&lt;p&gt;
Export the Genesis figure and Coat from &lt;abbr title=&quot;Digital Art Zone&quot;&gt;DAZ&lt;/abbr&gt; Studio 4 as an .obj file. &lt;a href=&quot;/public/software/dazstudio/4/referenceguide/interface/main_menu_bar/default_advanced/file/start&quot; class=&quot;wikilink1&quot; title=&quot;public:software:dazstudio:4:referenceguide:interface:main_menu_bar:default_advanced:file:start&quot;&gt;File&lt;/a&gt; &amp;gt; &lt;a href=&quot;/public/software/dazstudio/4/referenceguide/interface/action/index/dzexportaction/start&quot; class=&quot;wikilink1&quot; title=&quot;public:software:dazstudio:4:referenceguide:interface:action:index:dzexportaction:start&quot;&gt;Export...&lt;/a&gt; &amp;gt; obj
&lt;/p&gt;

&lt;/div&gt;

&lt;h3 id=&quot;step_3load_in_modeler&quot;&gt;Step 3: Load in Modeler&lt;/h3&gt;
&lt;div class=&quot;level3&quot;&gt;

&lt;p&gt;
Load the .obj model into the modeling software (we use Modo). Now fix the collar of the coat to look the proper way in this bent position. 
&lt;/p&gt;

&lt;/div&gt;

&lt;h3 id=&quot;step_4steps_to_save_the_jcm&quot;&gt;Step 4: Steps to save the JCM&lt;/h3&gt;
&lt;div class=&quot;level3&quot;&gt;

&lt;p&gt;
In preparation to save the model it&amp;#039;s important to delete Genesis from the scene. Now save out the coat as JCM morph. Make sure genesis is still posed exactly how it was when you exported the model from &lt;abbr title=&quot;Digital Art Zone&quot;&gt;DAZ&lt;/abbr&gt; Studio. 
&lt;/p&gt;

&lt;/div&gt;

&lt;h3 id=&quot;step_5load_in_daz_studio_4_pro_using_reverse_deformations&quot;&gt;Step 5: Load in DAZ Studio 4 Pro using Reverse Deformations&lt;/h3&gt;
&lt;div class=&quot;level3&quot;&gt;

&lt;p&gt;
Load the morph into &lt;abbr title=&quot;Digital Art Zone&quot;&gt;DAZ&lt;/abbr&gt; Studio 4 Pro using &lt;a href=&quot;/public/software/dazstudio/4/referenceguide/interface/action/index/dzmorphloaderaction/start&quot; class=&quot;wikilink1&quot; title=&quot;public:software:dazstudio:4:referenceguide:interface:action:index:dzmorphloaderaction:start&quot;&gt;Morph Loader Pro...&lt;/a&gt; and make sure to set &lt;strong&gt;REVERSE DEFORMATIONS&lt;/strong&gt; to&lt;strong&gt; True&lt;/strong&gt;.
&lt;/p&gt;

&lt;/div&gt;

&lt;h2 id=&quot;wrap-up&quot;&gt;Wrap-Up&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;

&lt;p&gt;
These techniques can be used in any area of the model. The goal of the Transfer Utility is to have as few corrections as possible. But the nature of many products will require fixes to show the item in it&amp;#039;s best light. The more accurate and natural your product bends and looks, the better received the product will be to the consuming public. Take time to test your product to be sure it works as best it can.
&lt;/p&gt;

&lt;/div&gt;
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