Can someone help me with the transfer utility
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I want to rig a fibermesh beard to a custom g8m.
transfer utility is doing some weird stuff and I can't figure it out
can anyone help ? it's loaded as an obj and it sits perfectly on the face... i just want it to move with the mouth and cheeks
Comments
Is it made for the base figure or the modified version? What are the issues you are seeing?
made for a modified version. its an item that i want to fit to just one figure
A lot of weird stuff can happen with transfer utility depending on what you did or didn't do. If you added the beard to a 'modelled version', to use Richard's words did you do anything esle afterwards? Daz will assume you've made the item for the base figure unless you have done something I don't know about. So, tell us what you did and someone might be able to point you in the right direction.
basically a custom g8m made with morphs and Zbrush modeling.
I made a fibermesh beard on that model. basically an obj file containing the beard and when loaded on that custom character when he is in zero pose it loads into the correct spot on the face.
i want it to stay on the face and react to expressions. just like any other beard that you can buy on the store...
even if it was fitted to the default g8m I won't know how to fix it correctly. is there any place i could find more info about that? cant find it anywhere
If you have used the transfer utility and it's fit nicely in the default position, what happens then if you apply another pose?
it doest fit it just jumps up and fit it on the head.
i have no idea what those settings were
Have you still got the obj?
If your item is created for a modified version of the figure, then you need to run the transfer utility using that version of the figure as the source, have the "reverse deformations" box checked, and "item shape: current" in the source parameters. That way DS knows what modified shape it was made for and can "undo" those modifications to make it fit the base figure.
Does that work? I usually just use defaults then add the obj back in as a reverse deformation morph. I figure if I want to use another figure with that asset that would be the best way. I admit I can't remember when I last used reverse deformation with TU, I didn't think it made any difference TBH. I might have done it wrong the first and only time though. I'm rendering so I can't test what I normally click to make sure. It's automatic now I've done it so much.