Helmet deforms with pose

I am trying to pose a figure wearing...

https://www.daz3d.com/space-suit-outfit-for-genesis-8-females

...which is a great bit of wardrobe.

However, when I change their expression the helmet conforms. Not immensely, but noticeably. The helmet rim follows the eyebrows.

Would turning the helmet into a smartprop solve this?

Any help appreciated with this wonky helmet!

Comments

  • Richard HaseltineRichard Haseltine Posts: 100,842
    edited January 2021

    Yes, but then it wouldn't respond at all to head morphs which might be undesirable. A better option might be to plod through the facial bones in the helmet using the Node Weight Map Brush tool and clear all of the weights.

    1. Switch to Tools>Node Weight Map Brush
    2. right-click in the Viewport>Geometry Selection>Select All
    3. select an expression bone on the head in the Scene pane
    4. make sure General Weights is selected in the Tool Settings pane
    5. right-click in the Viewport>Weight Editing>Fill Selected and set the value to 0
    6. go to step 3 for the next expression bone
    Post edited by Richard Haseltine on
  • Thanks Richard, will give that a go!

  • Catherine3678abCatherine3678ab Posts: 8,340
    edited January 2021

    Richard Haseltine said:

    Yes, but then it wouldn't respond at all to head morphs which might be undesirable. A better option might be to plod through the facial bones in the helmet using the Node Weight Map Brush tool and clear all of the weights.

    1. Switch to Tools>Node Weight Map Brush
    2. right-click in the Viewport>Geometry Selection>Select All
    3. select an expression bone on the head in the Scene pane
    4. make sure General Weights is selected in the Tool Settings pane
    5. right-click in the Viewport>Weight Editing>Fill Selected and set the value to 0
    6. go to step 3 for the next expression bone

    Okay so I gave this a try too. Works well for most of the bones but for a few there is a remnant left over. Is there something I should be doing next for these then, or just skip them?

    there are a few that remain.png
    1562 x 842 - 253K
    Post edited by Catherine3678ab on
  • I'm not sure what you are showing there.

  • Richard Haseltine said:

    I'm not sure what you are showing there.

     The area in red will not go away. Using the weight removal popup shown made "all" of the colours on most of the other bones go away.

  • With my colour vision I'm not seeing the red, and I'm not sure why it wold persist.

  • Catherine3678abCatherine3678ab Posts: 8,340
    edited January 2021

    My apologies I did not realize that. Most of the activated area clears but not small red areas on some of the bones. From the above image, I enlarged and cropped and changed the color for the approximate area that was red into yellow. {my image editor wanted to change it all the net to yellow too lol ...}.

    Okay, we don't know why it persists then, hopefully just skipping it, maybe it won't matter then. I did find that some of the bones, in particular the brow bones and lower jaw bones will still affect the helmet BUT as best I can tell, those would also be the bones required to change the shape of the helmet if one were changing the figure's shape. However many of the expressions no longer affect the helmet ... so that's good. We'll work with what works, thanks.

    I changed the color.png
    700 x 761 - 1M
    Post edited by Catherine3678ab on
  • There may well be morphs associated with soem of the expression bones, and those would project into the helmet if it was not rigidity mapped.

  • Richard Haseltine said:

    There may well be morphs associated with soem of the expression bones, and those would project into the helmet if it was not rigidity mapped.

    That's quite possible. Thank you.

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