How to disable deformation when using "Fit to"?
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I made custom eyes for G8F. They work ok with basic female figure, but when I fit them to Victoria 8 or Hyuna they are deformed: they are not round anymore. How to avoid this?
I didn't find anything in parameters. I only want the eyes move and scale but keep the same shape.
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You could try making each eye a Rigidity Group, but then you might well have poke-through with morphs that you didn't provide custom support for. If you want to block specific shapes while allowing other moprhs to influence the shape you could also create new parameters with the same name (not label) as the shape you wish to block - which you can get by clicking the gear icon on the slider and selecting Parameter Settings. You could also just enable the display of Hidden Parameters (Parameters pane option menu) and zero the generated morphs as needed.
Hi again
I managed to make my eyes fit without deforming between different g8f figures (i created rigidity groups, masked morphs, made scene identification as attachment, etc. I can post details if necessary).
But now I have a new problem!
I wanted to reuse the same eyes for G8M figures, but it doesn't work. When I use "Fit to.." it will ask which figure it was made for (G8F) and which kind of asset is it (None). Then it will fit it in correct place BUT deformed. Is there any way to say "no deform no mather what"? Or to convert those eyes to base G8M somehow, so I can use them on compatible figures?
Fitting them in a modeller shold be a matter simply of translating and scaling, but then you'd have to redo the rigging (and if the mdoeller didn't understand morphs you'd also have to apply the same trasnlations and scaling to each moprh shape you may have created).
So, there is no way in daz to say "no deform"? Because it's already translating and scaling it correctly. Just disabling the deformation would suffice. Maybe I should not declare it as "follower" but something else?
I've actually succeed to reduce the deformation by checking und unchecking various checkboxes, but not remove it completely. Where is the master checkbox? :)
edit: Found the culpit! It's not the morphs. When doing initial "fit to" from g8f to g8m daz somehow recalculated the skinning of the eye. So, now I need to find how to fit without changing the weights.
edit2: Sorry for being noob, but can I edit weights directly in Daz? I see the "Node Weight map brush" that I used for rigid weights, bu I don't see any bone weights in there. Or it's better to export back to maya, fix and reimport?
Yes, you can edit weights in DS - indeed, it's the onyl reliable way. With a bone seelcted and the Node Weight Map brush active you can target the maps in the Tool Settings pane.
Ok, I finally abandonned the idea of automatic g8f->g8m transfer in daz and made it partly in maya. If someone ever need it, this is my workflow:
For occluders (those leaf shapped pieces in front of the actual eye) I didn't create a rigidity group because I want them to deform from morphs.
And of course, if you don't have g8f eyes you start by step 2 fitting default ue4 eyes to g2m in maya
As a noob I probably missed something, but it seems to work: fit and no deformation
Just in case anybody is wondering why I'm doing this, this is how it looks in Unreal (preliminary result, still need to fiddle with eye shader)