Edit existing dForce Weight

marblemarble Posts: 7,500
edited September 2019 in Daz Studio Discussion

I added a dForce weight map to a towel from my content library. All works fine and I saved the towel as a Support Asset > Figure/Prop Asset. The weight map was added using dForce Modifier Weight Node which I created and added to the towel during the process.

Now I want edit that weight map, having loaded the towel into another scene. The original dForce weight map is clearly still operating as expected but I cannot figure out how to edit it. There is no Weight Node in the scene tab as I expected. I have the towel selected, the Node Weight Brush tool active and the Tool Settings panel open. Under "Unused Maps" - no weight map (just Rigid and Blend).

Any hints?

Post edited by marble on

Comments

  • You need to use Create>New dForce Weight Access node (from memory - it should be fairly clear which is for dForce) with the towel selected.

  • barbultbarbult Posts: 24,743

    When you add the weight map again (as Richard described above) it will load with your previously created weights on it, so you can edit it and continue from where you last left off with it.

  • barbult said:

    When you add the weight map again (as Richard described above) it will load with your previously created weights on it, so you can edit it and continue from where you last left off with it.

    Strictly speaking this isn't adding the weight map, it's giving access to the weight map that was there all along.

  • marblemarble Posts: 7,500
    barbult said:

    When you add the weight map again (as Richard described above) it will load with your previously created weights on it, so you can edit it and continue from where you last left off with it.

    Strictly speaking this isn't adding the weight map, it's giving access to the weight map that was there all along.

    Yeah, I discovered that when I decided to start over. It would have made more sense to me to keep the existing weight map available for editing but, as you say, it is there for editing, just not so obvious.

    Thanks for the replies.

  • barbultbarbult Posts: 24,743

    I think there is an option somewhere to allow you to keep the dForce weight map so that it will be visible when reloaded, but I've forgotten where I saw/learned about that. Is it in the dialog for saving the support asset? or maybe in a wearables dialog? I'm rendering right now and can't go looking for it.

  • marblemarble Posts: 7,500
    barbult said:

    I think there is an option somewhere to allow you to keep the dForce weight map so that it will be visible when reloaded, but I've forgotten where I saw/learned about that. Is it in the dialog for saving the support asset? or maybe in a wearables dialog? I'm rendering right now and can't go looking for it.

    I thought I saw that yesterday as I was searching for a way to save the map but I'm damned if I can find it again. 

  • Richard HaseltineRichard Haseltine Posts: 102,309
    edited September 2019

    Is the towel a figure or a prop? Scene subset should work, and a Wearables preset for a figure.

    Post edited by Richard Haseltine on
  • marblemarble Posts: 7,500
    edited September 2019

    Is the towel a figure or a prop? Scene subset should work, and a Wearables preset for a figure.

    Again, I'm never sure when to save as a figure/prop or as a wearable. I've asked and have been answered but my confusion persists (as in: I don't understand why the weight map should be preserved in a wearable but not in a Figure/prop). Gah, old age!

    Post edited by marble on
  • As Isaid, the weight map is preserved - the access node isn't part of the figure so you need to use a save that will give multiple items in one file.

  • marblemarble Posts: 7,500

    As Isaid, the weight map is preserved - the access node isn't part of the figure so you need to use a save that will give multiple items in one file.

    " multiple items in one file"

    And that would be a wearable - got it. :)

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