TaishoBee is the outfit you tested originally for Poser...iirc Dragonbreath does some freebies for DS?
That's a good point Pen. I'll have to consider that when I try the t-shirt.The jeans convert well...I've always found that I get better results converting from dusk for t-shirts in DS because of the drastic changes in the chest area on dawn's.
There are indeed some bugs on the rigging tools in Poser, but most of them already existed in PP2014, and most likely in PP2012 as well. I have been working hard on ironing these out with SMS, and many of them have already been fixed in 11.0.4, which is not out for the public yet. The important thing is to notify SMS if you find a bug, for they cannot fix it if they don't know about it.
As for "match end points", you have to remember that Animatable Origins was introduced in Poser 9, but the end points do NOT follow. They are not animatable. That was affecting one of my products, I have notified SMS about it. That is now fixed in 11.0.4, but I had to call SMS again, because that makes existing outfits not to conform after applying a FBM that uses animatable origins. If you think about it, that makes sense, since the end-points are now animatable and WILL follow the animatable origins, meaning that the rigging has changed. Outfits that were created before this may not conform when the morphs are applied. I am not sure how SMS will deal with that.
For the time being, nobody is affected by that (only SMS beta-testers) since the changes are in 11.0.4, which is not finished yet. But checking the "match end points" box will have unpredictable results since the end points are still NOT following animatable origins in your current morphs. Instead, the end points simply stay behind when the origins are moved, and that's why the results will be different depending on the case.
Hope this helps. ^^
Maybe it is. My first suspect would be the animatable origins, since the end points WILL NOT follow. Instead, they are left behind when the joint centers are moved. So we can control the joint centers, but not the end points. When you dial your morph with animatable origins, it should be easy to see if the problem is caused by the end points staying behind - whether or not the checkbox is checked. That has been fixed in 11.0.4, but it creates another problem: the end points are now animatable BUT they were not when we rigged our products. As a result, it won't conform as expected because the bones are in different positions when the morph is dialed (end poins have now moved).
I have insisted SMS should make end points animatable (as they are in DS), but I didn't think of the consequences... I hope SMS will find a way to handle that.
At first I thought it was because I did the steps in a slightly different order than you explained here, but I just tried it using your steps, and got the same result, as you can see in the render above.
NOW, I have something I can work with!! Thanks GG.Despite that, I think if you uncheck Match End Points on the clothing, it'll work right for you Miss B.
Thanks Pen, but I've got a long way to go before I produce something really good. At least I know I can do it, and the steps I need to follow to get it done.That looks great Miss B...