2 Deformer Questions

KimberSueKimberSue Posts: 353
edited August 2013 in Daz Studio Discussion

Hi, I decided to spend the evening learning deformer. I had a shirt I'd made and then deformer which works and saved the shirt with a new name .. ya - ME. Here are my question

When I got the error message: "Your must select an item containing geometry, that has not already been converted, to perform this action" Should I have converted to subD before using the transfer unit? I did geometry > Add level of detail then add the original obj. What is the correct step for this?

When I reloaded my original shirt before the messed with deformer I got what is in the picture below. Why? I can't get it change.

One last question: Can I save the deformer morph in the original shirt? If so, how.

Thanks if advance for any help
Kimber

Clipboard01-8172013.jpg
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Post edited by KimberSue on

Comments

  • Richard HaseltineRichard Haseltine Posts: 102,244
    edited December 1969

    The error means you have to have the thing which actually owns the geometry (the mesh that appears in the viewport) selected when you create the DForm - usually that's the root node (the bit with the name of the clothing or figure, not one of the bones). This is a change from DS3 and earlier.

    The blocky load means that DS didn't find something - either the morph or the actual shirt geometry. It should have given an error saying what it couldn't find.

    Assuming this is a TriAx figure (clothing for Genesis n) then the best way to save a morph is to save it as a morph asset - File>Save as>Support Assets>Morph Asset. The names you enter for product and author determine the names of the folders in \Data\clothingmaker\clothingset\item\Morphs used to store the morph files. I would also strongly advise saving the DForm(s) as a preset - File>save as>DForm preset - as insurance.

  • KimberSueKimberSue Posts: 353
    edited December 1969

    The error means you have to have the thing which actually owns the geometry (the mesh that appears in the viewport) selected when you create the DForm - usually that's the root node (the bit with the name of the clothing or figure, not one of the bones). This is a change from DS3 and earlier.

    The blocky load means that DS didn't find something - either the morph or the actual shirt geometry. It should have given an error saying what it couldn't find.

    Assuming this is a TriAx figure (clothing for Genesis n) then the best way to save a morph is to save it as a morph asset - File>Save as>Support Assets>Morph Asset. The names you enter for product and author determine the names of the folders in \Data\clothingmaker\clothingset\item\Morphs used to store the morph files. I would also strongly advise saving the DForm(s) as a preset - File>save as>DForm preset - as insurance.

    Thanks! And how to save this has been a real issue for me.

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