Conforming objects to each other

jaxprogjaxprog Posts: 312
edited December 1969 in New Users

Is there a way to make objects from other products conform to the topology or geometry of another product much like how clothes fit on a morph. On the screenie I have included two elements from two different products:

1) The Graveyard
2) Forest Elements

As you can see the burial mound does not conform to the ground of the forest element product but rather hovers over it. If sink the burial mound into the ground I loose fidelity of the burial mound and the merge looks awful.

Is there way for the burial to conform the ground object's topology?

DazStudioScreenie.JPG
615 x 334 - 26K

Comments

  • cecilia.robinsoncecilia.robinson Posts: 2,208
    edited December 1969

    Maybe check in Parameters tab if there is Fit To option?

  • keshkesh Posts: 0
    edited December 1969

    i'm not sure if it's going to work, but this is what i'd try:
    make the burial mound a figure: select it, under edit, object, geometry (or rigging, can't recall right now) select convert to weight mapped figure. Then add a smooth modifier to it and from its parameters tab under collision, select the meadow prop as the object to control collision with. Then set the smoothing and collision iterations to something about 5, to start with. Now, when lowering the mound to get it closer to the meadow, it should slightly adapt to its shape.

    You may need to add a modifier to the meadow as well, in the zone of the mound, and flatten it to make the shape a 'good spot' to place the mound on it.

    The 'fit to' property is not an option in this case, since it's only aimed at 'smart props' or figures that are attached to figures they were made for (mainly hair, clothes and accessories for specified characters).

  • Richard HaseltineRichard Haseltine Posts: 101,023
    edited December 1969

    You will, I'm afraid, need to edit the mesh - all adding fit to would do would be make the mounds snap to a set location in the forest and follow as you posed it, it wouldn't change their shape or adjust their position relative to the ground.

  • JaderailJaderail Posts: 0
    edited December 1969

    I just checked my Forest Elements. As far as I can see it does not tile as the Full Forest does. You Could load the Graveyard texture as a Layer in LIE and merge it over the Forest Elements Texture. Then use Deformers to create the flat area the Graveyard needs.

  • JaderailJaderail Posts: 0
    edited August 2013

    Okay My other Idea Flopped, but I did this with just using the Morphs that both grounds have built in.

    All I did was find a depression the Grave fit and lower it into it.

    Grave_Render.png
    1280 x 720 - 1M
    Post edited by Jaderail on
  • jaxprogjaxprog Posts: 312
    edited December 1969

    Thank you everyone for the responses.

    I will explore Richard's idea once I get more skilled with zBrush. I am currently taking courses on Digital Tutors and between it and Daz Studio I hope I can put something together in the near future.

    I was using your idea Jade, but I was going about in an organized fashion buy placing the arch and having the graves all in rows and columns inside the arch's perimeter but when I placed the graves on non-depressions the grave lacked conformity. However, I really like your results, Jade, and it gives me an idea. Instead being organized, I could make the entire forest ground the graveyard by placing the graves randomly in depressions all over the place. It would actually I think give me a mysterious effect and more room to pose my zombies and heroes fighting for their lives.

    Thanks again everyone.

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