Help! Transfer Utility driving me nuts - solved

FWIWFWIW Posts: 320
edited May 2018 in The Commons

So I made eyebrows from Supernatural brows. I exported as obj. I imported them. They sit right where they should. Okay cool. I try to use the Transfer Utility following this ... http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/transfer_utility/start ; ... it seemed fine... until I fit it. And they are now at eye level. I retried twice, still at eye level. If I set it to 'fit to' from the utility it still jumps down to the eyes. Any ideas how to fix this?

Post edited by FWIW on

Comments

  • FWIWFWIW Posts: 320

    Any idea?

    eyebrow.png
    1400 x 1980 - 3M
    eyebrow2.png
    1400 x 1980 - 3M
  • TooncesToonces Posts: 919

    In transfer utility, did you check 'Reverse Source Shape From Target'?

  • FWIWFWIW Posts: 320

    No, I tried clicking that just now to check and it won't tick. 

  • ChangelingChickChangelingChick Posts: 3,244

    If you use the default shape, it won't tick. Eyebrows should be shaped to the base figure.

    Do NOT choose any templates. 

    Genesis is your Source (hopefullt at Default shape). Your eyebrows are the Target (also at default shape hopefully).

    No projection template should be chosen (hair and similar will remove the facial bones and not let the brows follow expressions which is important).

    Click Show Options if it isn't already.

    The following should be checked:

    • Smart Left/Right Filtering
    • Weight Maps
    • Selection Map
    • Face Groups
    • Region Groups
    • Morph Targets
    • Fit To Source Figure
    • Parent to Source Figure
    • Content Type: Follower/Hair  (this part isn't necessary, but I always use it)

    I would *not* add a Smoothing Modifier. Do NOT reverse source shape from target. Distance tolerance I think defaults to around .032. That should be enough, but you can increase this number if it doesn't work. 
    Hit Accept.

    The brows *should* be rigged now to the face. You should NOT have to reconform to your figure. They should be there already. 

  • FWIWFWIW Posts: 320
    edited May 2018

    Eyebrows positioned on blank, just loaded Gen 8. Transfer Utility options. Results. I just KNOW I am missing something stupidly simple. Under the item shape was default

    morphs and clones. Which one am I supposed to pick?

    1.png
    1411 x 1049 - 323K
    2.jpg
    1410 x 1090 - 242K
    3.jpg
    1410 x 1085 - 217K
    Post edited by FWIW on
  • kaotkblisskaotkbliss Posts: 2,914

    in #2, for the source if you select current instead of default, then you will be able to check the reverse morph from source box

  • FWIWFWIW Posts: 320

    in #2, for the source if you select current instead of default, then you will be able to check the reverse morph from source box

    Okay I just tried this, and it still keeps dropping down. This is driving me nuts. 

  • ChangelingChickChangelingChick Posts: 3,244

    Did you by any chance adjust the rigging of G8 for your character? 

  • FWIWFWIW Posts: 320

    No at this point I haven't even morphed her. I was just working on textures, and then added the brows. I wanted to nail the look before the morphs.I even tried just grabbing a fresh Gen 8 to try it on. 

  • SamanthieSamanthie Posts: 308

    I was having a similar issue with genesis 3. Once the base is zeroed and you have your brows ready to go hide everything in the scene except the brows. Export the brows/import them again and run the transfer utility. Hopefully now the brows will place in the identical place as the original brows. unhide your figure and hide the original brows so you can see if your new brows are in the right place. You can now save them as a support asset/figure prop assets in a folder for loading them onto your figure. They should fit to automatically but the option to 'fit to' should be there once they are loaded. That's how I've been doing it. So far I've made about 3 different brows this way and they seem to work ok. Original thread where Reds helped me out http://www.daz3d.com/forums/discussion/248056/super-natural-brows-solved#latest

  • FWIWFWIW Posts: 320
    Samanthie said:

    I was having a similar issue with genesis 3. Once the base is zeroed and you have your brows ready to go hide everything in the scene except the brows. Export the brows/import them again and run the transfer utility. Hopefully now the brows will place in the identical place as the original brows. unhide your figure and hide the original brows so you can see if your new brows are in the right place. You can now save them as a support asset/figure prop assets in a folder for loading them onto your figure. They should fit to automatically but the option to 'fit to' should be there once they are loaded. That's how I've been doing it. So far I've made about 3 different brows this way and they seem to work ok. Original thread where Reds helped me out http://www.daz3d.com/forums/discussion/248056/super-natural-brows-solved#latest

    Thank you! This worked perfectly. 

  • SamanthieSamanthie Posts: 308

    You are very welcome! Glad it worked. :)

  • boumayboumay Posts: 31
    edited October 2019

    Thank you for this tutorial.
    However, I wish it worked for me, when I load the saved asset on the model, it doesn't ask me to fit, nor is isn't parented. It is just a regular imported object in the scene, at the right position/scale, granted, but when I run transfer utility, it just drops to the floor, squashed and rotated.

    Do you have an additional tip?

    Thank you in advance.

    Post edited by boumay on
  • stitlownstitlown Posts: 294

    Hi, guys. I'm asking in this thread as it looked like one where people had a good inderstanding of the transfer utility.

    I've got a model on which I've done a heap of post-development - multiple UV sets, multiple morphs etc. I'm having to tweak the model in a way that changes the number of vertices and faces, so updating the base geometry does not work. Transfer utility seems to do great things (at least as a first approximation) at transfering the rigging, weight maps and morphs. [ For people's information: I think the trick with the morphs is to both have the source morphs turned on and to "fit" the target to the source. In some trials it appeared only turned on morphs are transferred and then only if the "fit to" option is ticked].

    What I'm wondering is if there is any way to transfer the additional UV sets and to transfer things like surface groupings, regions and selection sets. If any of those could be transferred it would save considerable time and effort. Thanks. Lx

Sign In or Register to comment.