Shell exporting help
ok after made some tests i noticed which when exporting a mesh which have a "shell" like for exemple centaur character, that shell which is used to make his horse part look more natural and better contected to the mesh, i noticed which it not got "proper riggered", it is not really attached to the body and only follow the body due to some daz itself configurations.
when trying to export it to others places like unreal that shell comes without any rigg and if you move the body the "shell remain static, only the normal mesh can be animated the shell come as a sort of static mesh attached to the body, then the question is if anyone know how to fix it, how to inside the daz proper attach the shell to get rigged like the body for when exporting it to the engine it can be animated too not be just a static mesh.
anyone know how to do that??
I means when looking at it, the shell unlike cloths and others things don't have a "attach to" option neither a proper parent, the best you can do is unparent but not really attach at last not in a simple way.
Comments
A Geometry Shell is a half-way house - like an Instance, it is an exact, live copy of the mesh (except that it takes Push Modifiers) but it can, unlike an instance, have its own materials (and UVs). I wouldn't expect an export format to preserve that; whether it could eb rebuilt in the destiantion application wold depend on the features of the application.
Centaur is not a geoshell, it is a fully rigged horse body geo-graft that replaces the lower half of the figure's body. Geo-grafts are a DS feature so Mr. Haseltine's post about geoshells pretty much applies to geo-grafts too.
I think, without checking, that the centaur does use a GeoShell as the OP says - to cover the transition between the two parts while allowing any human skin to be used.
it also use a geoshell too.
yeah it use as you told, i can delete it to export the figure without any problem it goes normal the only difference is which the transition will be no longer covered and look smooth but the figure works fine, but for what i could get it's not really the big issue, the big issue comes with others products based on that shell, like one body hair i bought based on shell, basically it really not worked like the centaur, you can move the figure body but the "shell remains standing making it not really usable outside DAZ and even if usable it means double the polygons used instead of a 16k quadri figure you have 32k.
I don't own a centaur character to test but how about to use the Map Transfer to convert the centaur UV based texture to a Base Male UV texture to get the transition right on the Genesis abdomen texture?
Another option is to export the geoshell as an object to program that projection paint on to the main figure.
hmm thanks for all sugestions, to be clear my problem is not just the "centaur" but it was just a exemple, another exemple was a body hair which also use the shell, in his case it is more easy to fix, all i have to do is take the texture and use it as a mask in the material of texture then is not a big deal but still the shell bugged like having a "hair ghost" lol, but i will try to see, what i can do.
in the centaur side, if the shell was just to fix the gap between horse and man (i don't know how the shell work), why they don't simple added a small part of it where they needed instead of a full body.