Using Transfer Utility replaces object's position
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Hello!
I would like to use the Transfer Utility to "parent" a hat to the head of my model.
I have it placed perfectly on the head, but as soon as I transfer it, the hat gets down onto the model's feet.
How could I do this "correctly"? The hat should stay where I put it.
Thank you very much!
Comments
Looks like the hat reverts back to default position (&scale) after the transfer process this is the normal behaviour. You can export only the hat in current position/scale as an OBJ file and import it back to overwrite the default base mesh and then use the Transfer Utility on that.
But first off all you don't realy need to use the Transfer Utility to parent the hat to the head. It's far easier to simply parent the object/prop hat to the figures head in the scene pane and use the scale to fit it onto the head shape of the character. Next you can save a Wearable Preset to the library, the figure that "wears" the hat have to be selected first and in the save dialouge select the parented object/prop like the hat. With this you can save the hat as a so called smart parenting prop that snaps into position as soon as you load it onto a figure.
The Transfer Utility is for to create conforming figures that will have rigging, weightmaps and morphs transfered (if selected) to have the clothing item bend like the figure and follow the dialed character shape. This is an overkill for a simple hat prop and you propably will have more problems with the transfered morphs distorting the hat.
But anyway there is another method to create conforming items for the head that would also apply to hair.
Firts parent the hat object to the figures head bone with the Parent in Place option on in the Scene pane options menu. This will make shure the transforms of the hat dosn't change while parenting it to the head.
Then you can do the parent with eigther darg and drop the hat object in the Scene pane or use the Parent to action with the dialouge.
Next you can use the Convert Prop To Figure action, this will apply any transforms / rotation / scale to become the default baseshape of the new figure. Important is the Inherit Skeleton of Parent option to get the rigging onto the prop.
A few months ago I was planing to create a tutorial for that, here is my tutorial image I've created, originaly posted here: Easiest way to rig a new character.
I was hoping there would be an answer about keeping an object in place when transfering rigging as I am also having an issue with that.
What I did was cut the arms off G8 and moved their y position down and z forward a little. Then sent them to hex and added geometry from the mid section of G8 to make 4 arms for G8 (can't share due to using Daz's geometry)
But when I try to transfer the rigging from a normal G8 arms to my repositioned arms, my arms reset the placement so when they are geographeted they don't fit right.
Thank you very much!
@ kaotkbliss Nice idea to create a geograft for an extra pair of arms, but this is way more complicated than to just create a conforming figure.
In general its best to have both items in default baseshape and position before using the Transfer Utility. Otherwise both meshes have to be at least close to each other, so the "projection" algorithm of the Transfer Utility
can project / transfer the weightmaps / morphs from the source mesh to the nearby target mesh.
What you can try to do is to use the cut off G8 arms figure in the current position (if you still have them saved in the scene) as the Source Item and select Item Shape: Current also check the General Options: Reverse Source Shape From Target. That could possible keep the item in place, but I'm not shure I haven't used these settings alot.
I guess the Hexagon geograft mesh comes in as a static object (I guess you have used the Hexagon bridge) with the arms in the same position like the down/forward translated cut off arms figure in the DS scene. I would now export an OBJ of the Hexagon geograft mesh to maybe use it later.
I think you have to use the Transfer Utility twice, once to grab the rigging/weightmap and morphs of the original arms and then a second time with Merge Hierarchies checked under Weightmap to transfer the rigging/weightmap and morphs of the torso area without loosing the rigging/weightmap that is already transfered.
Another issue could be that DazStudio gets confused because all the bones in the arms of the geograft are named like the original G8 figure and with a conforming figure that usualy means they follow the position and movement of the bones of the figure it is fitted to. To prevent this to happen you may have to rename all the bones of the geograft arms one by one, maybe just add something like "_1" at the end. The action for this can be found in the Joint Editor tool and is called Rename Node because you have to change the real Node Name not the user facing label.
All of this is just my pure guesswork you may have to try this and that but I'm shure its possible, I hope this helps good luck with your geograft.
Here I've found a tutorial video from SickleYield that may cover some of these issues Geograft/Clothes With Extra Bones In Daz Studio
Thanks :)
Yes, I still have the arms saved somewhere and I did put them in hex to combine where the arms ended and the part of the mesh from the torso where they were supposed to end up.
I just learned about renaming bones due to the barefoot dancer shirt I was trying to get to work right on G8 (the forearms of the shirt are not attatched to the wrists so that part should move independently of the forearm) I fixed this by transfering the rigging, then renaming the forearm and hand bones, then fitting the shirt to G8 so i will definately give that a try on the 4 arms.
I will also definately have a look over SY's tutorial
Thanks :)