well, not exactly, but I've learned to work with it... slowly. Hexagon is a little different... that they call Subdivision "Smoothing" was a bit confusing for me too.
Actually, rigidity maps won't do that. They're to prevent automatic morphing from affecting a polygon group, like buttons - so they keep their shape, but move in relation to the polygon you point it at.
As for how to do what you ask, RorrKonn, there's two ways you can do it:
1 ) Use the Weight Map brush to assign the block 100% to the Shin
2 ) As you suggested, create a null bone and assign the block to it fading through to the shin
I booked marked the rigidity group for the Rings n Chains.
We'll terrorize some weight maps and null bones.
I'm starting to get a vague clue of how to do this.
Thanks for tips.
It looks as if this can be done.
I started modeling V5's mesh.
If some part don't work we'll remodel that part or something ,Never know till you try.
Once we get it to work in Studio.
I'll map n texture it.
Actually, rigidity maps won't do that. They're to prevent automatic morphing from affecting a polygon group, like buttons - so they keep their shape, but move in relation to the polygon you point it at.
As for how to do what you ask, RorrKonn, there's two ways you can do it:
1 ) Use the Weight Map brush to assign the block 100% to the Shin
2 ) As you suggested, create a null bone and assign the block to it fading through to the shin
So if I can't move Vicky's foot ,How do you model high heels ?
Model the high heel to fit on Vicky's flat feet ?
Model the high heels and ignore the flat feet ?
Comments
Well frankly Studio looks like it's doing it correctly, hexagon is doing something else. When using sub-D it shouldn't just do it in one direction.
Yes, I agree. What DS is doing is what I'm used to.
Yes, I agree. What DS is doing is what I'm used to.
how do you enable sub-d in hexagon, i couldn't find how to do it? I don't think smoothing is the same as subD
M4's rigs worked in Poser & Studio.I think they where the same rigs.
So if I rig a mesh in Studio then it will work in Poser also ,Yes ?
So I'll just half to rig the mesh one time in Studio for Studio & Poser ,yes ?
how do you enable sub-d in hexagon, i couldn't find how to do it? I don't think smoothing is the same as subD
It's called smothing... I have it on level 2 for sixteen to one, but you can go a lot higher
Well... yes. You can do that one of two ways. If it's a simple rig, you can export it to Cr2, but if you're using TriAx, you have to go via DSON.
Ok I was gonna say it's not the same thing, but it seems to work how I would expect on a cube (in hexagon). it splits each face into quads.
have not been in hexagon much so not sure how your issue came up. does it look right to you when working with a cube?
well, not exactly, but I've learned to work with it... slowly. Hexagon is a little different... that they call Subdivision "Smoothing" was a bit confusing for me too.
Well... yes. You can do that one of two ways. If it's a simple rig, you can export it to Cr2, but if you're using TriAx, you have to go via DSON.
Is DSON automatic or do half to tweak the rig .
Don't know what you half to do with DSON .
Care to elaborate some ?
That part someone else will have to answer, as I do not use Poser.
I would suggest you ask a little down on the forum in the Poser section,
This is just a ruff mesh for testing.
How do you get the RED rectangle to stay straight when she bends her knee ?
How do you get the torus "donuts" to keep there shape ?
Can we stick nulls in V5 and have the meshes bend to the nulls ?
Any way to control what bends the mesh ?
I'm open to any and all suggestions.
rigidity groups may help with that. I haven't used them for that purpose though, but that is there purpose.
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/rigidity/start
Actually, rigidity maps won't do that. They're to prevent automatic morphing from affecting a polygon group, like buttons - so they keep their shape, but move in relation to the polygon you point it at.
As for how to do what you ask, RorrKonn, there's two ways you can do it:
1 ) Use the Weight Map brush to assign the block 100% to the Shin
2 ) As you suggested, create a null bone and assign the block to it fading through to the shin
I booked marked the rigidity group for the Rings n Chains.
We'll terrorize some weight maps and null bones.
I'm starting to get a vague clue of how to do this.
Thanks for tips.
It looks as if this can be done.
I started modeling V5's mesh.
If some part don't work we'll remodel that part or something ,Never know till you try.
Once we get it to work in Studio.
I'll map n texture it.
ah, good to know.
So if I can't move Vicky's foot ,How do you model high heels ?
Model the high heel to fit on Vicky's flat feet ?
Model the high heels and ignore the flat feet ?