How can I combine two Meshes to One and maintain their weight?

I have some clothes fit to the body. Now I want to combine them togather and maintain their weight.

How can I do it?

Thanks!

Comments

  • crosswindcrosswind Posts: 6,844

    woyodo said:

    I have some clothes fit to the body. Now I want to combine them togather and maintain their weight.

    How can I do it?

    Thanks!

    What do you mean by "combine them together" ? You want to weld all conformed garments into one piece ?

  • woyodowoyodo Posts: 34

    crosswind said:

    woyodo said:

    I have some clothes fit to the body. Now I want to combine them togather and maintain their weight.

    How can I do it?

    Thanks!

    What do you mean by "combine them together" ? You want to weld all conformed garments into one piece ?

    yes, it is. Make two pieces of the clothes into one piece. Such as this product, l & r separately. I want them to be one piece.

    Ques.PNG
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  • felisfelis Posts: 4,283

    You haven't said why you want to combine them.

    You could save them as a wearable preset. That won't combine them, but when you load the wearable preset, you will load both.

  • crosswindcrosswind Posts: 6,844

    Right, why do you want do do so ?

    Technically, yes, you can weld the boots as an OBJ and re-rig it to the figure, however, the defininatio of their surfaces, face groups will be broken. Then you have no way to copy weight map from the original separate boot to the welded boots since they're already different in terms of geometry. And you'll lose all morphs on them as well, yada yada ~~

    So... that'll be almost a rework ~~

  • woyodowoyodo Posts: 34

    crosswind said:

    Right, why do you want do do so ?

    Technically, yes, you can weld the boots as an OBJ and re-rig it to the figure, however, the defininatio of their surfaces, face groups will be broken. Then you have no way to copy weight map from the original separate boot to the welded boots since they're already different in terms of geometry. And you'll lose all morphs on them as well, yada yada ~~

    So... that'll be almost a rework ~~

    I want to export them as a single object so that I can import it to ue5 with materials not separately.

    If I import them one by one, it's not as optimized as I wish.

  • woyodowoyodo Posts: 34

    felis said:

    You haven't said why you want to combine them.

    You could save them as a wearable preset. That won't combine them, but when you load the wearable preset, you will load both.

    Import them to UE5 using DazToUnreal. 

  • crosswindcrosswind Posts: 6,844
    edited October 15

    woyodo said:

    crosswind said:

    Right, why do you want do do so ?

    Technically, yes, you can weld the boots as an OBJ and re-rig it to the figure, however, the defininatio of their surfaces, face groups will be broken. Then you have no way to copy weight map from the original separate boot to the welded boots since they're already different in terms of geometry. And you'll lose all morphs on them as well, yada yada ~~

    So... that'll be almost a rework ~~

    I want to export them as a single object so that I can import it to ue5 with materials not separately.

    If I import them one by one, it's not as optimized as I wish.

    If so, that'll be much easier:

    - Select both boot, export them to OBJ file via File > Export... (ss1)

    - Import OBJ file, rig it to G8F with Transfer Utility via Edit > Object > Transfer Utility (ss2)

    - Select the boots, import OBJ with Morph Loader Pro via Edit > Object > Morph Loader Pro , as a fixbase morph, and dial it. (ss 3 ~ 4)

    - Switch to Geometry Editor, combine surface with suffix "R" to the original surface one by one (ss 5 ~ 8)

    - Change Node Name to HBoots6R_29201 or HBoots6L_29201 via Edit > Object > Scene Identification... Then load a material preset to test (ss 9 ~ 10)

    - You don't need to tweak Weight at all ! Just bend boots to check distortion, fix them if you want to (with external software like blender) then simply importing fixed mesh to update one or two pJCMs will do (ss 11 ~ 12)

    Finally, save the figure asset with your Vendor Name and export to UE with Daz to Unreal bridge for testing.

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    Post edited by crosswind on
  • woyodowoyodo Posts: 34

    crosswind said:

    woyodo said:

    crosswind said:

    Right, why do you want do do so ?

    Technically, yes, you can weld the boots as an OBJ and re-rig it to the figure, however, the defininatio of their surfaces, face groups will be broken. Then you have no way to copy weight map from the original separate boot to the welded boots since they're already different in terms of geometry. And you'll lose all morphs on them as well, yada yada ~~

    So... that'll be almost a rework ~~

    I want to export them as a single object so that I can import it to ue5 with materials not separately.

    If I import them one by one, it's not as optimized as I wish.

    If so, that'll be much easier:

    - Select both boot, export them to OBJ file via File > Export... (ss1)

    - Import OBJ file, rig it to G8F with Transfer Utility via Edit > Object > Transfer Utility (ss2)

    - Select the boots, import OBJ with Morph Loader Pro via Edit > Object > Morph Loader Pro , as a fixbase morph, and dial it. (ss 3 ~ 4)

    - Switch to Geometry Editor, combine surface with suffix "R" to the original surface one by one (ss 5 ~ 8)

    - Change Node Name to HBoots6R_29201 or HBoots6L_29201 via Edit > Object > Scene Identification... Then load a material preset to test (ss 9 ~ 10)

    - You don't need to tweak Weight at all ! Just bend boots to check distortion, fix them if you want to (with external software like blender) then simply importing fixed mesh to update one or two pJCMs will do (ss 11 ~ 12)

    Finally, save the figure asset with your Vendor Name and export to UE with Daz to Unreal bridge for testing.

    Thank you very much for answerring my question!

    The Transfer Utility Transfers the weight from Genesis 8.1 F to Boots, that may cause some Weight Changes comparing with the original Separate Boot, such as Left/right Foot Tip Toes Poses for High heel.

    So how to Transfer weight PERFECTLY from the original one?

  • crosswindcrosswind Posts: 6,844
    edited October 15

    woyodo said:

    ....

    Thank you very much for answerring my question!

    The Transfer Utility Transfers the weight from Genesis 8.1 F to Boots, that may cause some Weight Changes comparing with the original Separate Boot, such as Left/right Foot Tip Toes Poses for High heel.

    So how to Transfer weight PERFECTLY from the original one?

    They almost have the same weight, you don't need to worry about that at all. You can compare the weight on them, as below:

    Edit: The copy / paste weight functions won't work on them... as well as transferring weight from original boots to new welded boots, because they have different geometry ...

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    Post edited by crosswind on
  • woyodowoyodo Posts: 34
    crosswind said:

    woyodo said:

    ....

    Thank you very much for answerring my question!

    The Transfer Utility Transfers the weight from Genesis 8.1 F to Boots, that may cause some Weight Changes comparing with the original Separate Boot, such as Left/right Foot Tip Toes Poses for High heel.

    So how to Transfer weight PERFECTLY from the original one?

    They almost have the same weight, you don't need to worry about that at all. You can compare the weight on them, as below:

    Edit: The copy / paste weight functions won't work on them... as well as transferring weight from original boots to new welded boots, because they have different geometry ...

    Thank you! I have tried the method before.The problem is the heel when applying the high heel morph, the heel becomes weird.
  • crosswindcrosswind Posts: 6,844

    What high heel morph ?  I don't see any issue on the heels.

    Though the welded boots are purely new figure, there shouln't any issue with A-pose. Then if there's any distortion with posed applied, you have to fix pJCMs.

  • woyodowoyodo Posts: 34
    edited October 16
    crosswind said:

    What high heel morph ?  I don't see any issue on the heels.

    Though the welded boots are purely new figure, there shouln't any issue with A-pose. Then if there's any distortion with posed applied, you have to fix pJCMs.

    the morph under the Genesis figure called Left Foot Tip Toe & Right Foot Tip Toe
    Post edited by woyodo on
  • crosswindcrosswind Posts: 6,844

    woyodo said:

    crosswind said:

    What high heel morph ?  I don't see any issue on the heels.

    Though the welded boots are purely new figure, there shouln't any issue with A-pose. Then if there's any distortion with posed applied, you have to fix pJCMs.

    the morph under the Genesis figure called Left Foot Tip Toe & Right Foot Tip Toe

     They're pose controls come from the Feet Pose in the product. They don't affect heels at all ~~

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  • woyodowoyodo Posts: 34
    edited October 16
    crosswind said:

    woyodo said:

    crosswind said:

    What high heel morph ?  I don't see any issue on the heels.

    Though the welded boots are purely new figure, there shouln't any issue with A-pose. Then if there's any distortion with posed applied, you have to fix pJCMs.

    the morph under the Genesis figure called Left Foot Tip Toe & Right Foot Tip Toe

     They're pose controls come from the Feet Pose in the product. They don't affect heels at all ~~

    You mean Pose Control only affects bones transforms and not apply any morphs?The problem is the pJCM's? Because I exported the meshes of the zero pose and transfer the weights of zero pose too.When the rot becomes larger the weights becomes weirder.I need all the morphs keep the same to avoid any issue in UE5
    Post edited by woyodo on
  • crosswindcrosswind Posts: 6,844

    woyodo said:

    crosswind said:

    woyodo said:

    crosswind said:

    What high heel morph ?  I don't see any issue on the heels.

    Though the welded boots are purely new figure, there shouln't any issue with A-pose. Then if there's any distortion with posed applied, you have to fix pJCMs.

    the morph under the Genesis figure called Left Foot Tip Toe & Right Foot Tip Toe

     They're pose controls come from the Feet Pose in the product. They don't affect heels at all ~~

    You mean Pose Control only affects bones transforms and not apply any morphs?The problem is the pJCM's? Because I exported the meshes of the zero pose and transfer the weights of zero pose too.When the rot becomes larger the weights becomes weirder.I need all the morphs keep the same to avoid any issue in UE5

    I personally don't use Unreal but if the shoes / boots work well in DS, they should also work in Unreal. You better check this video to see how to fix high heels / shoes issue in Unreal with DS assets  https://www.youtube.com/watch?v=kHHOzfSW6Zk

    And as per my experience of bring hight heel shoes to other platforms, giving them proper feet poses rather than flat or zero pose is a must.

  • woyodowoyodo Posts: 34
    crosswind said:

    woyodo said:

    crosswind said:

    woyodo said:

    crosswind said:

    What high heel morph ?  I don't see any issue on the heels.

    Though the welded boots are purely new figure, there shouln't any issue with A-pose. Then if there's any distortion with posed applied, you have to fix pJCMs.

    the morph under the Genesis figure called Left Foot Tip Toe & Right Foot Tip Toe

     They're pose controls come from the Feet Pose in the product. They don't affect heels at all ~~

    You mean Pose Control only affects bones transforms and not apply any morphs?The problem is the pJCM's? Because I exported the meshes of the zero pose and transfer the weights of zero pose too.When the rot becomes larger the weights becomes weirder.I need all the morphs keep the same to avoid any issue in UE5

    I personally don't use Unreal but if the shoes / boots work well in DS, they should also work in Unreal. You better check this video to see how to fix high heels / shoes issue in Unreal with DS assets  https://www.youtube.com/watch?v=kHHOzfSW6Zk

    And as per my experience of bring hight heel shoes to other platforms, giving them proper feet poses rather than flat or zero pose is a must.

    Thank you very much,you helped a lot! Yes,I use a method of either rot foot bone or apply foot morph in unreal.
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