Re-rigging a prop for DAZ Studio

SertorialSertorial Posts: 962
edited December 1969 in New Users

I have a poser prop, but the morphs don't all work properly. I am told it needs to be re-rigged for DAZ, but I am not sure what to do. Any ideas?

This is the prop http://www.sharecg.com/v/29500/browse/11/Poser/digital-single-lens-camera-Tripod

The camera is fine, but the tripod legs don't open properly

Comments

  • SertorialSertorial Posts: 962
    edited December 1969

    Gosh! It's not often I can stump you lot!

    Do i take it no one knows how to do this then?

    Sertorial said:
    I have a poser prop, but the morphs don't all work properly. I am told it needs to be re-rigged for DAZ, but I am not sure what to do. Any ideas?

    This is the prop http://www.sharecg.com/v/29500/browse/11/Poser/digital-single-lens-camera-Tripod

    The camera is fine, but the tripod legs don't open properly

  • BejaymacBejaymac Posts: 1,889
    edited December 1969

    I wouldn't say "stumped" exactly, more a case of ran away screaming.

    There are differences in how Poser and DS do things and this is one of those differences, what you have here is a figure with one small part of the overall mesh assigned to a single bone, with the rest of the mesh being made up of 25 parented props. Poser retains the rotational axis that each prop had when it was saved in the CR2, so when it's reloaded they all rotate as intended, DS however doesn't see this and loads each prop with the universal axis, so while everything looks like it loaded okay the reality is that the rotational values of the props are screwed.

    TBH I can't see any way to fix it other than a complete rebuild in DS.

  • SickleYieldSickleYield Posts: 7,634
    edited December 1969

    <-- Exactly. Less "we don't know," more "I'm not touching that one." ;)</p>

  • Joe CotterJoe Cotter Posts: 3,259
    edited December 1969

    I popped it into Hexagon and didn't see a quick way to fix it as I couldn't get access to the hierarchy without dissecting it by hand and rebuilding it from the parts, so for my part I was stumped ;)

  • JaderailJaderail Posts: 0
    edited April 2013

    Thus as said, not a easy one to fix. Try saving just the Tripod out of from Daz as an object as a merged object. Load the new Obj file into Hex and then add movement morphs.

    DO NOT edit the MESH or the UV's will break.

    This is just a guess by the way, I'm not going to try it myself. I'm too busy NOT doing other stuff right now.

    Post edited by Jaderail on
  • SertorialSertorial Posts: 962
    edited December 1969

    Right. Gotcha. Thanks everyone. I guess I was led to believe it was relatively easy by one of the comments posted on ShareCG

    No problem.

    Thanks

  • Joe CotterJoe Cotter Posts: 3,259
    edited April 2013

    The confusion is that it can be depending on how the prop is set up. This happens to be a case where it isn't. It is actually a good example of how a small thing in one application can totally blow it for working in another, and more importantly, how if we want to make items that will work in multiple environments we have to watch things like this in everything from the basic geometry (booleans are a good example here) to rigging, to texturing ...

    Often times when making something we have more then one way of doing something, and most people do it the way it's familiar or just how it happens to pop into their head rather then think about what can be put into a format that is most transferable to multiple environments. Sometimes we will put a feature in a specific environment's format rather then in a format that would be more transferable because it is more efficient for our purposes or it's faster to whip together and we don't need it to be transferable. But often, people do it without even considering it, it seems.

    As a side note, the prop looks like a very nice prop. With it being nc though I wouldn't invest the time fixing it.

    Post edited by Joe Cotter on
  • SickleYieldSickleYield Posts: 7,634
    edited December 1969

    Gedd said BOOLEANS!


    *Sticks head in sand, hums loudly*

  • Joe CotterJoe Cotter Posts: 3,259
    edited December 1969

    Ok, I haven't told anyone yet, but it looks like there's one program that handles booleans properly, but I haven't had a chance to try it out so I'm not saying what it is.

  • patience55patience55 Posts: 7,006
    edited December 1969

    64bits!

  • SertorialSertorial Posts: 962
    edited December 1969

    Gedd said:
    The confusion is that it can be depending on how the prop is set up. This happens to be a case where it isn't. It is actually a good example of how a small thing in one application can totally blow it for working in another, and more importantly, how if we want to make items that will work in multiple environments we have to watch things like this in everything from the basic geometry (booleans are a good example here) to rigging, to texturing ...

    Often times when making something we have more then one way of doing something, and most people do it the way it's familiar or just how it happens to pop into their head rather then think about what can be put into a format that is most transferable to multiple environments. Sometimes we will put a feature in a specific environment's format rather then in a format that would be more transferable because it is more efficient for our purposes or it's faster to whip together and we don't need it to be transferable. But often, people do it without even considering it, it seems.

    As a side note, the prop looks like a very nice prop. With it being nc though I wouldn't invest the time fixing it.

    nc ?

  • Joe CotterJoe Cotter Posts: 3,259
    edited December 1969

    Non commercial

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