If you do want separate parts, and can't split them in the destination, then OBJ export will by default include only visible nodes so hide the unwanted parts. However, this won't cap the holes left by the hidden parts.
uWhat are you trying to achieve? Basically what do you want to accomplish at the end? Creating morphs would require vertex order remain the same.
Also which figure are you planning to use?
Hi I'm trying to create some art with a model holding his head in his hands so I need the body sepparated from head. I need the model posable fbx and not obj.
If you do want separate parts, and can't split them in the destination, then OBJ export will by default include only visible nodes so hide the unwanted parts. However, this won't cap the holes left by the hidden parts.
I have the earlier severed man and exported each limb version as FBX separately to iClone, each is its own figure and could work as one figure with identical animations iMotions applied or split off individually with different ones. I imagine the same would apply to other softwares.
I have the earlier severed man and exported each limb version as FBX separately to iClone, each is its own figure and could work as one figure with identical animations iMotions applied or split off individually with different ones. I imagine the same would apply to other softwares.
What I was trying to do is that I have some nice bodies with fashion in another 3d program and I wanted to export a genesis 3/8 female to that program but the problem is I can't add the head to the new body because I can only separate the genesis 3/8 female face from the head but I need the face and head, thats why I asked for a way to do this.
"In another program...", hmmm. Mixing and matching body parts might be doable within DAZ Studio, but if you want to export a head with all the features like textures and hair posed just so, and with the facial expressions tweaked and the eyes pointed in some particular way... you start to lose textures and functionality and... I'm not sure but I think your lighting setup in Studio is going to be different from what the other program is doing. Below are some screenshots of G2M and G3M.
If you're just working on a single image (as opposed to a string of animation frames say) then you could do is set up the head the way you want it, like without the body or whatever, and render it as a **TIFF** file with a transparent background. Render the other fashion body that you want in a complementary, matching pose and then assemble the two renders in an image editor - since the DAZ head will be floating on its transparent background you'll be able to move it around and then you can feather away the seam or the cut edges.
You can separate the head from the body with the Geometry Editor in Studio. Here I have first lasso'ed G2M's upper body below the neck, and then I cut away the remainder with the Marquee Selection option.
I'm not an expert but the above more-or-less describes my experience to date. Other software like Carrera might offer wider export options but I'm not sure.
I have the earlier severed man and exported each limb version as FBX separately to iClone, each is its own figure and could work as one figure with identical animations iMotions applied or split off individually with different ones. I imagine the same would apply to other softwares.
What I was trying to do is that I have some nice bodies with fashion in another 3d program and I wanted to export a genesis 3/8 female to that program but the problem is I can't add the head to the new body because I can only separate the genesis 3/8 female face from the head but I need the face and head, thats why I asked for a way to do this.
But I need something so I can export only the head of the models(female models)
If the other program is a modeling app, them you can just delete the parts other than the head. In DS you could use the geometry editor and select the polys around the head and try deleting the body, but it will affect the rigging and might screw it up, but worth a try. Make sure that the final mesh mix is for personal use only since you cannot share or sell any parts of the original daz meshs.
It definitely screws up sometimes, and when that happens I reload the scene and start over.
I think removing the head or body is kind of handy. Let's say you do a render and everything is good except for just one little thing - in this example the main light source is to the far left and so the thick hair is casting undesirable shadows over G3F's face. Removing the body makes for less polygons, so you get faster rendering right? Then I cut the front of the hair away working in the Top View in the viewport. Reset the camera and presto, no more heavy shadows on the left side of the face. Re-render, then using an image editor, replace a little bit of the dark face in the first render with the "lightened" left side of the face in the second render, and take the opacity down a notch so that the transition is smoother.
Here's another example of just concentrating on the head to correct shadows in subsequent renders say. Here I have placed a point light in front of G2F... I have removed and/or blanked out the rest of the figure, and I'm using only the head and the hair.
Er... Houston, we have a problem... thanks for reading this far (and thank you for the nice comment) but I seem to have stumbled on an issue. If we remove stuff from the area we are concentrating on -- for example here I'm blanking out everything below the chin and lower jaw -- then there's a good chance you/we will lose valuable light that was being reflected upwards from the surfaces below (and really close to) the chin! I hadn't thought of that until now.
I have the earlier severed man and exported each limb version as FBX separately to iClone, each is its own figure and could work as one figure with identical animations iMotions applied or split off individually with different ones. I imagine the same would apply to other softwares.
What I was trying to do is that I have some nice bodies with fashion in another 3d program and I wanted to export a genesis 3/8 female to that program but the problem is I can't add the head to the new body because I can only separate the genesis 3/8 female face from the head but I need the face and head, thats why I asked for a way to do this.
Comments
uWhat are you trying to achieve? Basically what do you want to accomplish at the end? Creating morphs would require vertex order remain the same.
Also which figure are you planning to use?
If you do want separate parts, and can't split them in the destination, then OBJ export will by default include only visible nodes so hide the unwanted parts. However, this won't cap the holes left by the hidden parts.
Hi I'm trying to create some art with a model holding his head in his hands so I need the body sepparated from head. I need the model posable fbx and not obj.
Hello I need the model to be fbx posable not obj.
There are always the Severed Man sets in the store, though I'm not sure how well they will export (GeoGrafting being a DS-specific issue).
https://www.daz3d.com/severed-man-for-genesis-8-male-s
https://www.daz3d.com/severed-man
it should work
I have the earlier severed man and exported each limb version as FBX separately to iClone, each is its own figure and could work as one figure with identical animations iMotions applied or split off individually with different ones. I imagine the same would apply to other softwares.
What I was trying to do is that I have some nice bodies with fashion in another 3d program and I wanted to export a genesis 3/8 female to that program but the problem is I can't add the head to the new body because I can only separate the genesis 3/8 female face from the head but I need the face and head, thats why I asked for a way to do this.
I see this software is only for genesis males:
https://www.daz3d.com/severed-man-for-genesis-8-male-s
https://www.daz3d.com/severed-man
But I need something so I can export only the head of the models(female models)
"In another program...", hmmm. Mixing and matching body parts might be doable within DAZ Studio, but if you want to export a head with all the features like textures and hair posed just so, and with the facial expressions tweaked and the eyes pointed in some particular way... you start to lose textures and functionality and... I'm not sure but I think your lighting setup in Studio is going to be different from what the other program is doing. Below are some screenshots of G2M and G3M.
If you're just working on a single image (as opposed to a string of animation frames say) then you could do is set up the head the way you want it, like without the body or whatever, and render it as a **TIFF** file with a transparent background. Render the other fashion body that you want in a complementary, matching pose and then assemble the two renders in an image editor - since the DAZ head will be floating on its transparent background you'll be able to move it around and then you can feather away the seam or the cut edges.
You can separate the head from the body with the Geometry Editor in Studio. Here I have first lasso'ed G2M's upper body below the neck, and then I cut away the remainder with the Marquee Selection option.
I'm not an expert but the above more-or-less describes my experience to date. Other software like Carrera might offer wider export options but I'm not sure.
If the other program is a modeling app, them you can just delete the parts other than the head. In DS you could use the geometry editor and select the polys around the head and try deleting the body, but it will affect the rigging and might screw it up, but worth a try. Make sure that the final mesh mix is for personal use only since you cannot share or sell any parts of the original daz meshs.
It definitely screws up sometimes, and when that happens I reload the scene and start over.
I think removing the head or body is kind of handy. Let's say you do a render and everything is good except for just one little thing - in this example the main light source is to the far left and so the thick hair is casting undesirable shadows over G3F's face. Removing the body makes for less polygons, so you get faster rendering right? Then I cut the front of the hair away working in the Top View in the viewport. Reset the camera and presto, no more heavy shadows on the left side of the face. Re-render, then using an image editor, replace a little bit of the dark face in the first render with the "lightened" left side of the face in the second render, and take the opacity down a notch so that the transition is smoother.
Here's another example of just concentrating on the head to correct shadows in subsequent renders say. Here I have placed a point light in front of G2F... I have removed and/or blanked out the rest of the figure, and I'm using only the head and the hair.
Er... Houston, we have a problem... thanks for reading this far (and thank you for the nice comment) but I seem to have stumbled on an issue. If we remove stuff from the area we are concentrating on -- for example here I'm blanking out everything below the chin and lower jaw -- then there's a good chance you/we will lose valuable light that was being reflected upwards from the surfaces below (and really close to) the chin! I hadn't thought of that until now.
Severed Man is for the original Genesis figure so can be male or female.
This could realy be useful for people who want genesis 8 body with clothes but with a specific genesis 3 head