surface not connecting to bone

hopefully the picture will explain the issue. 
just trying to put a door on the cube.
I can get the bone working ... it rotates but the face group is not following....
---
2 cubes created in daz ... 2 face groups created... exported imported under add geometry in figure setup..
---
hopefully this is just something simple I'm missing?

daz box 3.jpg
1390 x 835 - 213K

Comments

  • Thomas WindarThomas Windar Posts: 272
    edited April 2017

    After you setup Figure Setup - you have to press the Create button to spawn the new figure.

    Now, after selecting the new figure - you have to add a WEIGHT MAP to the surface so the bone knows what to move.

    1. Go to the Node Weight Map Brush.
    2. In the scene tab - select the Bone that will receive the Weight Map (in your case frontSide)
    3. Now, go to the Tool Settings pane (add it if you don't have it)
    4. Add a General Map (you don't need TriAx maps for a simple figure like this.(
    5. Now just right click in the viewport (while you have Node Weight Map brush active) and go to Geometry Selection -> Select by -> Face Groups -> frontSide.
    6. Right click again in viewport and select Weight Editing -> Fill Selected 
    7. Make sure to fill it 100% (in this case that is)

    Now you can use a Universal Tool and check if the wall is moving correctly.

    You might have small delays in how it moves, but once you save the figure and load the scene again it should probably behave normally. 

     

    EDIT:

    If you have any issues - tell me and I'll try to help out here.

    If you need a lot more information on Rigging and Weight maps in DAZ Studio, I would suggest my PDF guide:
    https://www.daz3d.com/the-comprehensive-guide-to-rigging-tools-in-daz-studio

    Post edited by Thomas Windar on
  • thanks.. we're closer... the base now rotates around it's center and the door rotates around it's bone in the corner.. but instead of the face sitting still and the bone turning .. the door turns but takes the back with it.. so I have to do some more work on the surface selection...
    ---
    I have no problem with making the cube ... adding the second cube under it and having it work... too bad that exporting doesn't automatically convert sub objects to bones..
    ---
    and now to sleep 

  • think we've got it....
    but now the object with multiple doors will be attempted...

    thanks

  •  

     

    success ... I had to learn to pick fill by bone selection to get just the door to fill and not all ... but it's working...
    the big question becomes... 
    can I add the doors to the other side working from here? 
    or basically do I have to have all the separate parts all the doors .. the tailgate ... the liscense plate etc before I perform this ritual? 
    so far I haven't found a way to not lose the existing bones when I want to add more parts to the base...
    ---
    but that just requires planning and forethough (and I think I remember what they are.
    ---
    Thanks for the help .. once I do this a few more times ... it should be ingrained 

    new bed doors.jpg
    1416 x 626 - 234K
  • Well, I came here fashionably late as always - however I see you resolved the issue yourself.

    Usually you want your Mesh to be fully ready before you attempt rigging it - just to avoid extra work.

    Also it helps a ton to set up your Face Groups correctly (generally one Face Group per bone is useful). 
    Well, good luck with your work. 

  • Well, I came here fashionably late as always - however I see you resolved the issue yourself.

    Usually you want your Mesh to be fully ready before you attempt rigging it - just to avoid extra work.

    Also it helps a ton to set up your Face Groups correctly (generally one Face Group per bone is useful). 
    Well, good luck with your work. 

    I resolved it with the data from your first comment... gave me the start point...
    I think what you can select from for the weighting may reflect whether you saved nodes, groups or surface names when you exported.. 
    --
    but thanks for that first comment.. 

     

Sign In or Register to comment.