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Rigidity map only keeps the mesh from deforming when morphs are applied to the mesh it is fit to. When the figure moves however the mesh will still distort even with the rigidity map. This makes it a real pain in the ass when you're working on an outfit that has a lot of buckles and buttons on the torso since areas on the torso are affected by multiple weight maps.
There is currently no way to create truly rigid hard surfaces on a clothing mesh in Daz Studio without manually going into the weight maps for the object, calculating the average weightmap for every polygon in the hard surface mesh and then manually filling the entire mesh with the average weightmap value for every weightmap that asserts an influence on the mesh.
In other words, making true rigidity, especially on the torso, is a huge, time consuming, pain in the ass in Daz Studio which is why even on commercial products you will still find deforming buttons, buckles, and other hard surface objects on the torso.
It certainly discourages me from making a lot of designs that use hard surfaces on the torso.
Thanks Ghastly. At least it's not just me. I tried making some rigidity maps this AM and your right . They do hold up for the basic morphs but extreme morphs and body poses... they don't hold up! This area needs improving!
In terms of seams and borders, topology and edge loops are at least as important as rigidity maps, especially if you're planning on using sub-d. Unfortunately its really one of those things that there aren't a lot of tutorials out there for (I think Blondie has one; I have her one on rigidity maps which is incidentally v. handy).
My guess is topology is one of those things you have to get a feel for. Its almost magic. for instance, somehow the Corvidae dress never gets weird crotch deformations or oddly bent wrinkles and its seams stay where they should, whatever weird mix of morphs I use (which include transferred over David 6). It doesn't have any rigidity maps just really good topology. MindVision G.D.S. is another good artist to look at.
Why it hasn't been done yet is a mystery to me because it's a very simple bit of code to fix it, at least from my understanding of weightmaps.
Let's for the sake of differentiation call the true rigidity "stiffness" so as not to confuse it with our current rigidity maps.
1) In the geometry editor assign vertecies to a "stiffness" group.
2) Taking the values of the weights for every vertex in the "stiffness" group, calculate the average weight value for the group.
3) Apply that value to every vertex in the group.
4) Repeat process for every weight map that has an influence upon the geometry.
Bingo. Buttons that don't deform when the figure is posed.
I either more stoned that I think or I didn't understand much of what you are suggesting! lol
You mean I have to do MATH?? I HATE MATH! lol
You don't need maths - select the area that has the right weights and read them off, for each map that affects the area, from the Selection Analysis tab of the Tool Settings pane (with the Node Weight map Brush selected). Then fill with that value.
Rigidity map only keeps the mesh from deforming when morphs are applied to the mesh it is fit to. When the figure moves however the mesh will still distort even with the rigidity map. This makes it a real pain in the ass when you're working on an outfit that has a lot of buckles and buttons on the torso since areas on the torso are affected by multiple weight maps.
There is currently no way to create truly rigid hard surfaces on a clothing mesh in Daz Studio without manually going into the weight maps for the object, calculating the average weightmap for every polygon in the hard surface mesh and then manually filling the entire mesh with the average weightmap value for every weightmap that asserts an influence on the mesh.
In other words, making true rigidity, especially on the torso, is a huge, time consuming, pain in the ass in Daz Studio which is why even on commercial products you will still find deforming buttons, buckles, and other hard surface objects on the torso.
It certainly discourages me from making a lot of designs that use hard surfaces on the torso.Ah, buckles and buttons, etc, that is what Rigid Follow nodes are for.
So where are the tutorials on how to work with rigidity maps? I created one and wanted to remove it, there is no way that I see to remove the rigidity map. There is a Rigidity Editor but no where in the Editor is there a way to remove the rigidity map. So unless that's another feature that's hidden, it needs to be unhidden.
With the Geometry Edit Tool active go to the Tool Settings pane and set it to Vertex mode (the buttons at top-left), find the rigidity group you want to remove, right-click on it and select Remove Rigidity group.
I guess more tutorials still missing.
Why don't we see more tutorials appear free or to buy in the shop straight from the daz team offices?
things about content creation with dazstudio, the hidden features, it's still a big mystery since launch of studio 4 for a lot of people.
A great example of great tutorials are the ones like Cath's (zbrushes) posted on youtube (only quick example, no full projects to bad).
Cath showed a few great quickies in Zbrush, to bad they don't have audio.
Why don't we see such kind of content projects as tutorials here in the shop?
Do people really need to go else or join DT or other to learn 3d?
I mean show the people tutorials created with programs the PA's really use! (like zbrush, silo, blender, modo, c4d...)
teach how to create content and how the "software actually works in more advanced sections".
Well, that was easy. Thanks Richard!! :-)
"My Library" Content Tester.
Something that could go through "My Library" and tell me if I have bad files. Just reporting bad files would go a long long ways.
My computer has been having hard crashes lately, and I'm struggling with that, but I'm staring down the prospect of reinstalling my entire content (200GB?) if there is a bad file somewhere. This is Daz's recommended procedure. [It was probably fine when people didn't have as much content.] At this time I can't rule out either a drive failure, library corruption, or something else.
Anyways, the idea I have is something that can check the validity of all the files in My Library and report any errors. I can manually fix if possible.
What made me think of this is that after one hard crash I noticed a texture jpg file was corrupt. (Lux complained when loading it. Daz Studio did not.) So I looked in the library and sure enough it was. It had a bit scribble when previously it didn't.
The kind of tests that could be performed, is script scans for validity (syntax errors, binary digits indicating non-ascii content), geometries could be tested similarly looking for conditions which cause rendering or geometry errors, image files could be tested for crc faults.
DANG This would be useful in the Content Manager!
I have some wishes. It's probably too much but I want to mention them:
1- Figure polygon reduction like in Poser Game Development (or maybe it already exists and I don't know how to do). It would be cool too with easy texture reducting tool in DAZ Studio.
2- Poses and expressions that can be used with all figures from Generation 3 (David3, M3, V3...) to Genesis 2.
3- UV mapping compatibility for all figures, inclusive generation 3 (david3, M3,V3,Hiro3...). I also wish that one can choose to convert male-male, female-female, male-female and female-male (for example David 3 to Genesis 2F).
4- Integrated Gen X with newcoming Genesis figures.
5- Better content library, I mean better classification of items, maybe a system like smart content but for content not bought at DAZ.
Best regards and thank you to DAZ team for their amazing DAZ Studio software.
The third generation figures use a different layout so a simple fix isn't an option. However, for those that are compatible Map Transfer will handle the conversion of maps if you want to do that.
The third generation figures use a different layout so a simple fix isn't an option. However, for those that are compatible Map Transfer will handle the conversion of maps if you want to do that.
Thank you for the info. I will test these tools (Decimator and Map Transfer) :gulp:
Best regards.
There are some great poser vs Zbrush tutorials created by DarkSeal on CParadise.
about poser, zbrush and content creation.
but,
Why daz don't create some alternative versions? (only promote dazstudio more positive...)
Like Dazstudio vs Zbrush, teach more how dazstudio works between these two programs in creating content.
You've just been asking for modo and ZBrush training on the Foundry forums, and saying you'd given up on Poser/DS. Try picking an application and learning it using the existing resources, which are adequate for most people, and asking specific questions when necessary - once you've done that you can go on to the next application, and integrating the two will be much easier. There is no Royal Road to character building.
I'll ask for the same thing that I've been asking for since version 2.xxx, which is a blending of Bryce and Studio.
First of all, Bryce's options for backgrounds (skies, etc) are really nice. Also, the ability to work with primitive objects into new shapes and even to remove sections of them with visibility nodes would be a plus.
Don't expect it to ever happen, though.
I am not sure if you have tried the latest version of blender but the newest UI
is now no more strange or foreign than C4D max or lightwave etc.
let me state from the start, that my only use for DAZ/Poser is to get the figures,content &animations; INTACT into other more professional programs for lighting & Rendering.
for the past several years that has been Poser/Daz content fully supported in Maxon Cinema4D ( R13 or older),
Via and incredible plugin Called "Interposer Pro".
I recently bought a new windows PC ,after being mac only since the late 1990's,
The first order of business was to install the latest DAZ studio and Blender Versions as they are free.
I literally copied my Old Mac poser6 runtime over to my windows 7 machine
and DS 4.7 mapped the runtime and All works perfectly
Anyway I tried the Teleblend script and have had TREMENDOUS success with it.
It is truly a one click solution that makes 3Delight irrelevent for me.
I googled how to use HDRI lighting in blender 2.7 and now can use All of my vast collection of free HDRI's to light& render poser/Daz content in the free unbiased cycles engine.
even if you never bother to become fully versed in the Complexities of blender
the teleblendscript give you access from a free program to a free Pro level render engine that out of the box looks BETTER than the mighty Vray!!.
(yes, I have vray for C4D to compare).
I highly recommend mcteleblend.
You've just been asking for modo and ZBrush training on the Foundry forums, and saying you'd given up on Poser/DS. Try picking an application and learning it using the existing resources, which are adequate for most people, and asking specific questions when necessary - once you've done that you can go on to the next application, and integrating the two will be much easier. There is no Royal Road to character building.
what? this is not for me personally.
i ask these kind of tutorials for the whole community here and people new to daz.
and Modo, sure it's great and the difference is,
the foundry is really taking note's of what's reported by it's users and the community and "really do something with it".
...+1
...also update Hexagon and get it into the 64 bit world which alone might help in dealing with a lot of the instabilities. But then that is wishful thinking too.
* Make a deal with e-on to get native Genesis 2 support in Vue via another expansion pack.
* Talk with the creators of Marvelous Designer about Studio or DAZ figure integration.
* Look into the dynamic hair system Blender has and see if any implementation can be done in regards to DAZ figures or Studio.
Good dynamic clothes, strand-based/dynamic hair, and environmental creation are three of the main things that those who primarily use Studio lack.
...especially agree on the first two.
Currently you have to "pre-pose" characters (like you do for Bryce) before importing as .objs into Vue. This is why, even though I like Vue a lot, I will not get it as I want more than just pretty scenery.
MD has gone up in price but the perpetual personal licence is still within reach of many here (less than the perpetual licence for Photoshop or ZBrush which many here use). Furthermore, those with MD2/MD3 licences can get 50% off the cost of the MD4 perpetual licence, and finally the mesh structure MD employes was changed from tris to quads.
Not all (or should I say most) of us have 13,000$ burning a hole in our pockets for Optitiex's software.
Gimp 3D bridge.
Oh a rigging tool where once you've created Selection Groups in the geometry editor the tool will create a skeleton with bones of the same name each centred in and selected by the Selection Group. It would make rigging so much quicker.
Can Gimp now do 3D?
Can Gimp now do 3D?I was about to ask the same thing lol If so, a DAZ bridge would be neat.
I don't see anything on their site, but there's quite a few plug-ins of various sorts...
There are a couple of things that should be easy for DAZ programmers, but that could mean a lot for users, in particular those trying their hand at animation:
1. TIME LINE EDITING: It should be possible to add or delete frames in the time line. Say, you did a nice little animation, but there is a part that moves too fast. It would be nice to insert a few frames there, without having to change the frame count everywhere. Or, and often more importantly, to insert frames at the very beginning.
2. POSE BATCH SAVING: After having created an animation, it is nice to save the poses of ALL frames. Right now, this is tedious: one has to save each pose, one at a time. Why not some feature, that saves all of them, as separate files (not one long animation pose). There, it would be nice to be given the option to save "all transforms" or "all morphs" or "all", frame-by-frame. Often, when saving a single pose from an animation, one ends up saving only the changes to the figures that have been made at that particular frame. So, when one inserts that into some other scene, the rest has been lost.
3. MULTI-ITEM POWER POSE: For the Power Pose Feature (used to be called Puppeteer), it would be nice to have it apply simultaneously to two or more items in the scene rather than just one. So, say, one wants to Power Pose / Puppeteer a dance between two, by moving between preset poses. Right now, one only gets one to dance, and then one would have to painfully match the poses of the partner. This should be easier.
4. PARTIAL POSE SAVING: Saving the pose for, say, just the head (the expression) or part of the body right now still seems to mean to click through the various pieces of the choices, when selecting save-pose. That could be made simpler (or, if simpler already: more transparent), for some standard parts of the body.
5. FRAMES TO AVI: When creating an animation, I never find it convenient to save directly to a movie file. Rendering takes long, and there is so much that can get wrong. Plus, often, one needs to correct a few frames later on, and it is just impractical to re-render everything. So, the obvious thing is to render a sequence of pictures. But getting those pictures packed together back into an animation always seems a bit painful: yes, Window Movie Maker does it, but if one one wants to edit that sequence and so forth, it is just painful. So perhaps DAZ can provide a nifty little software tool that helps here, cooperating with someone out there who has programmed a version of this already (tools exist, but they can often be made better for DAZ users).
A few more things that are probably reasonably easy to do for the programmers, but that could help:
6. GRAPHICS-CARD ENABLED SOFTWARE RENDERING: many DAZ users probably have a powerful machine with a fancy graphics card. That card can run instructions in parallel, which is useful even for a software-based render engine. I know one can buy such an engine, but it would be worth it for DAZ to enable that feature within its base software render. It could save tons of time!
7. IMPROVE AUTOFIT: it is great that many clothing items can be fit to Genesis and Genesis 2. But there still is so much fine-tuning to do, to truly avoid poke-throughs etc.. Perhaps easy when one renders a single frame, but tough, when rendering an animation: one has to go through it frame-by-frame, check, tweak. This should be easier.
8. ANTI-COLLISION: relatedly, then, why not work on some anti-collision feature? If I use a clothing item on a figure, isn't it clear that the clothing should always be on the outside of the figure (but very close to it)? At least for clothing, this does not strike me as a very difficult problem.
9. COWL WITH HAIR: so, there are superheroes who were a mask or cowl, which covers most of the head, but nonetheless, hair is spilling out (imagine Catwoman, for example). You cannot take the two items separately and combine, too much poke-through. That would be a suggestion for someone willing to create some novel content, I guess. But it could also be something for DAZ to work on, to combine various items on a figure in a collision-free way more easily.
10. MUSCLE FLEXING: I know there are add-ons for this, but it would be nice to have some easy-to-use standard feature, where the figure flexes the appropriate muscles, when "force" is applied from some direction. So, say, a figure is posed with the forearm at 90 degrees. If the forearm is "pulled down", this should flex the biceps. If it is "pulled up", this should flex the triceps. Relatedly, there should be a "breath in / breath out" feature. All in all, just to make the figures look more natural in poses but in particular in animations.
11. CONTENT CREATION: I still consider myself a novice, buying content, but sometimes, it would be nice to create content to my own liking. It just seems the hurdle is very high here. How hard it would be to give some "base" content (clothing, hair, ... ) from which the user can create some suitable content him or herself rather easily? It does not have to be the most sophisticated content ever. Or if it is reasonably easy, provide those steps (and not another sequence of 10 one-hour repetitive and often too-basic video tutorial at an expensive price, please).
Ah, one more (perhaps for content creators):
12. USABLE CLOTHING: Clothing that can be taken off or pulled up. Say, one wants to do an animation, where a character takes off a jacket, or pulls up a sweater or the like. There is very little out there to enable that.