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If you have the parent bone selected when you create the new bone it will already be parented (assuming you are using the Create Child Bone(s) option in the Joint Editor right-click menu). The Joint Editor also has Edit>Reparent bone in its right-click menu..
EDIT: Crosspost with Richard, he's got it.
The best way to do that is actually when you create the bone, start from the chest, right-click in the 3d window and choose create--create child bone. It's fine to do it this way, though. The reason I don't consider creating and then parenting the best way is that sometimes DS crashes on reparenting.
And yes. The procedure for loading morphs in a garment is the same regardless of their intended use (unless they're JCMs, that's another whole topic; but these aren't that).
Thanks guys, the bone is now parented to a bigger one and is placed where the zipper is, now chapter 3 of the tutorial is about creating weight map options for which I really need to get that object into the figure setup window. Or is there any other way how to proceed with the weight mapping outside the figure setup window? Meanwhile I´ll try to figure out the morph way to make the zipper hang! : )
Figure setup has nothing to do with weight mapping, only with generating bone hierarchy. I'm not sure which tutorial you're talking about? Part 3 of mine is about displacement sculpting.
I am trying to follow this tutorial for the rigging/weight mapping - http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/adding_bones_for_rigging/start
And in the section about Weight Map options, you can see they are working with the figure setup window.
Anyways, I managed to load a custom morph (rotated the zipper so it hangs) but the result was MONSTER!!! You dont even wanna see that one trust me. I think the problem could be that I didnt export the dress from daz but I used the version of the dress that was already in Blender before it was exported into Daz. I didnt think it would matter that much but oh, how wrong I was : D
That's in determining which empty weight maps it generates from the FS screen. Unless you start from scratch in the Figure Setup tab, you're not going to get weight maps that way. Your custom bones should already have empty x, y and z weight maps in the weight mapping tab (Alt shift w) that were generated when you create the bone.
Either way, you still need to fill and smooth the maps for the new bone.
To do this, select the vertices that you want attached to it in the Geometry Editor tool. You can drag the mouse across a small part of the zipper and then hit ctrl++ until the entire zipper is selected.
In the Geometry Editor Tool (looks like connected dots with a pencil over them) and the Tool tab, right-click on the words Face Groups and choose "Create Face Group From Selected."
Now go back to the bone editor and the tool tab in that screen. Make sure just your new bone is selected. At the top right, click on the Selection Group dialogue and check the new group so that it shows up connected to the new bone.
Now you're ready to fill.
Leave the new group selected and go to the weight mapping screen and tool tab (alt shift W).
Select one of the axes: x, y or z.
Right-click in the 3d window and choose Weight Editing--Fill Selection and 100%.
Repeat for the other axes, or copy and paste from the first one you did to the others. Because the zipper is a rigid object, you don't need to smooth the group as you would with something squishy like a loincloth flap.
Now when you move the zipper bone, the zipper should move. It will show a weird lag until you save to library and reload.
Still to do: change the names of xrotate, yrotate and zrotate to bend, twist and side-side in Parameters. Set limits on your zipper so it only bends in the ways you want it to (also in parameters).
Managed to create face group in the geometry editor but by bone editor you mean joint editor? If so I have it open and the custom bone selected but when I right click I cant see any selection group dialog.
Anyways as for the morph way, a moment ago I exported the obj from daz into blender and then I tried to load the morph and it told me that the geometry is not matching. And when I tried to use the version of the dress from Blender which is the version right before exporting it to daz (the geometry is exactly the same of course) and running the transfer utility it created the morph but here is the monstrous result : D And I only rotated the zipper a tiny bit, I didnt even touch anything else : D
I'd re-export the obj from DS and double-check that the resolution is set to base and 0 subdivisions. Then I'd save a copy of it before you start making morphs from it just in case.
Yes, I keep saying bone editor when I mean joint editor. Oops. ;) But it's not in the 3d window, it's in the Tool tab when you have the joint editor on (if you don't have one you can create one from Windows--(Panes/Tabs). You're going to need it for the weight map part, too).
Okay went through all the steps but no matter how I move the bone assigned to the zipper, it always ends up in the middle of the dress.
Also just tried it again with the morph way and its still saying that the geometry doesnt match. I have documented it this time.
Picture 1 - The weird location of the zipper doing it the joint way.
Picture 2 -
LEFT : After loading the dress form my content library in Daz and Exporting it at base resolution I import it into blender with these settings ( Ngons, Lines, Smooth Groups - checked / SPLIT by - Object and Group / Clamp size - 0.00/ Forward: -Z Forward / Up: Y - Up / Image Search - checked).
Then I go to edit mode and select the parts I want to edit (the zipper) and rotate it to the desired position.
RIGHT : After the editing is done I press A to select all parts of the dress and export it with these settings.
When I try this with the original Blender file dress it creates the morph but well, you´ve seen the result : D
Turn off split by and turn on keep vertex order.
YAY IT MOVES!!! Progress has been made! : D What a journey : ) Thanks a lot! Tomorrow I´ll rig the earrings and I´ll try to look into the skirt and rigging is done!! I hope. Now that I have the morph, is there still need for any weight mapping?
Probably not, as long as you're satisfied with the thigh handles?
I´ll look to those tomorrow. I´m forgetting to watch the time : D For some reason my computer likes to switch randomly between days and time : D I´ll be back tomorrow so thanks for all the help and have a wonderful Friday!
Hey there again! I tried to improve the zipper movement a bit but I have noticed it is being scaled as it rotates but in Blender I only rotated the zipper and then moved it a little, I didnt scale it at all.
I tried loading several steps of the zipper rotation as morphs thinking it would create one morph that would run better but it created 5 individual morphs instead.
Here are the pictures:
The order of the pics seems to be messed up they are being displayed as : 4 2 3 1
1 - the default position with the zipper parameter at 0%
2 - As I move the parameter around 50% up it rotates but the zipper seems to be scaling down a lot.
3 - And when you look from above, another weird scaling.
4 - At 100% the zipper is in its default shape and scale again.
I have no idea what could be causing the scaling, I didnt adjust the scale at all when creating this morph.
It isn't being scaled. The program is trying to automatically generate mesh stages in between "unmorphed" and "morph at 100%," and it always does that in a way that doesn't look realistic. I did tell you that would happen.
There's supposed to be a way to chain morphs together to form one dial. (It's how the foreskin works on the G2M gens.) I haven't done it yet, but I can flail around and try to create a workflow for you if you like. I might be able to use it, too.
I see, I thought something like this would be happening thats why I tried to load more morphs at once hoping it would recognize I am asking it to create a morph that is supposed to go through all 5 stages ( i loaded 5 morphs) but it didnt work like that : D : (
Its entirely up to you if you want to dig into this, the zipper is not that important.
If I managed to rig it the bone way would it still do this or not? If the bone way doesnt do this and you know how to rig with bones then I guess u dont need to bother fixing this method : )
Anyways I was trying to do some more work on the shoes, I have the base but damn the heels are killing me, thats like the hardest thing to model so far : D
Long live the mirror modifier, I dont think I could handle the second shoe : D
The bone way doesn't do that, it just takes more setup. From your previous problems I'm guessing the rotation order could be different (it needs to be YZX for things that start vertical, usually) and/or you were translating/rotating it from Parameters instead of the Tool tab.
As I've said, shoes are hard! Heels are definitely part of that. They're just a different shape from any other kind of garment so modeling them convincingly is always more difficult. I love the mirror modifier, too. :D
Im trying to rig the earrings the bone way, now in the part when you said that I should type in 100% for all he directions in the wight map window, if I only want the earrings to move along X for example I leave the other two blank? And if I type in for example 50% only for the X, then that means the movement/rotation will be limited?
I don't think that will work that way, no (if I understand you properly; you mean the weight map window in Figure Setup?). Usually what we do is to set the unwanted dimensions to hidden, or set their limits so they can't move more than they should. That's in parameters once it's all set up.
I managed to make one of the earrings rotate along the Z! And I set the limit in the parameters!! Now I´ll try the other two and then the second earring! If I can do it the zipper shouldnt be a problem then!! I´ll post pics when I´m done! And I meant in the weight map window outside the figure setup, when you said "Select one of the axes: x, y or z.
Right-click in the 3d window and choose Weight Editing—Fill Selection and 100%."
I filled the Z for 50% only this time.
Oh gotcha. Well, I'm glad it's working for you!
Is there a way to use translate instead of rotate? like if I want the earring to translate along the Z axis as I translate the bone attached to it.
Not instead of, no. There should inherently be translate dials in Parameters for it if you haven't hidden them.
Yes they are there but the only thing moving is the bone not the item. The item only moves with rotate.
You've got me there. Normally the translations work automatically.
Oh I got it now, changing the translation order solves the rotation order solves the problem! : )
EDIT: I mean changing the rotation order solves the translation problem : D
And here they are!!!! I present to you, the rigged earrings!
And I better resave them to the library, now lets see if I can do this with the zipper.
Nice work, you're making good progress!
In the parameter settings, how do I bring back a parameter that is hidden? I tried clicking on Hidden - Unhide selected properties but its not coming back.
You will need to have "show hidden" checked to actually find the property to select and unhide it. The menu button is small and has an arrow pointing to the right and some lines on it. It's on the upper right or left of the Parameters.