creating content for a specific pose/ morph?
barnabet14_6e3228f4c2
Posts: 74
I face two problems:
- I need to create adjust morphs for my prop when fit on a figure with specific morphs (like fabric hanging under larger breasts)
- I want to create high heel boots, from a posed figure with the foot bent
How do I create content based on a shape other than the default one?
Comments
You can use the Joint Editor and go to its Edit -> Transfer Rigging (Figure Space) options from the Right Click Menu.
Fortunately - I already answered such a question in my guide:
Transfer Rigging (Figure Space) – Adjusts the target rig to match the current position of the source. To use this option, select a “source” that has the rig you want and hold CTRL to select a “Target” that will receive the change. Use this option and the rigging will be adjusted.
This tool is easiest to understand when you consider High heels. Heels are usually modeled in a “ready” state as if the foot was already positioned correctly. Using Transfer Utility to copy the rigging from a Genesis model will however make the shoe clip through the foot, as the default position of the foot is flat. (If you check the rigging in the shoes, you will notice that the toe bones are above the shoe) You can unfit the heels, position the foot into the correct pose and then “Transfer Rigging (Figure Space)” so that the rig in the heels will receive the correct position as its “default”. Now its rig will work correctly when they are fit.
It’s a useful tool when you have to match another rig – assuming you have the same bones as the “source”.
Did this answer your question?
Use the reverse Deformations option when importing the morph - that will strip out the effect of any other morphs or transforms, leaving only the corrective modifications you made.
Thanks Thomas, is it the right course when importing a .obj? Use transfer utility with a default figure, unfit it then use transfer rigging?
Well, you basically model an item in a pose you wanted.
Afterwards Transfer Utility on the .OBJ mesh you imported.
The item will get screwed up, but you just unfit it.
Pose the character into the pose you modeled the item on.
Then you follow the steps to transfer rigging (figure space) when unfit.
Aftewards just fit the item. It should now work.
Thanks, I'll give it a try. Will it also work with a prop modeled based on a morphed figure?
Sorry itnrerupt topic, but now I hope Thomas document will help many user (include me), then hope it can answer almost question,,
then I hope you add some discribe, when you use "ransfer rigging (figure space) " to make clothing with posed figure,
you may need to count the defomation effect of Actor JCM . because,, transfer rigging may set target nodes rigs as default. that means the target node rigs not rotate at all.
but when it fit to,, then Actor pose (eg foot pose), it should transfer JCM effect with auto-follow process,, then I have experienced (other user had same thing,,)
it not perfect fit your modeled clothing as same as before,,,,
I can not clear discribe all detail,, (my knowledge is almost just try and correct it,, then remember,,) but I hope you check again those detail.
and,, the Alternative plan is,, use "bake joint rotation" , like https://www.youtube.com/watch?v=Tbhf7cwq9hM
he use "bake joint rotation", but still auto-followed JCM problem happen,
this tutoriall is really recommend because,, it clear show how to manage those auto-followed JCM problem,, and it was really difficult to clear guide.
I now feel,, when you up-load your PDF, I may no need to keep come forum, and serch around any more. may not come here often.
really hope your work finish,, and should be good document.
(to be honestly ,, I really hope support you if I can , though I do not have knowledge , ,,may send daz gift card? and hope translate it as my country language,, after I read them,, )
Unfortunately, none of these solutions work quite right. Even if you transfer the rigging, it'll never transfer quite right. The weight maps will all be messed up. Reverse deformation will absolutely not work because there are no deformations to begin with. That only works for importing mophs onto an existing figure that has other morphs. For a completely new figure, it's not gonna do anything. To make things worse, there is a bug in DAZ Studio if one of the bones is rotated a certain way, your rigging will never work when rigging high heels. You have to make sure the shin's rotation around y is zero. Same with the foot I think. And if you go over the bend limit of the foot, all bets are off. Some of the bones will end up inverted. It's super annoying. You can only fix it by manually setting the bones and then cleaning up the weight maps yourself. But the rigging is the most important. When you do have proper rigging, it works great. But otherwise, it's a pain. I really wish you could apply bones and weight maps based on a morphed and posed figure. Well, it'll let you, but it'll use the default non-mophed figure without telling you.
Oh, and let's not mention the effect of full figure morphs onto the heel itself because there is no way to enforce fixed scaling.