How powerful is the Geometry Editor

So after hours of trying edit some asset in maya (export/modify/import/copy-paste the textures) I have discovered the Geometry Tool, which surprised me how easy is to use, however I want to know how limited it is.
Right now I have this scene below.

I want to do two things:
1. The selected wall I would like to move it to the left let's say a meter
2. The picture on the wall I would like to separate it from the wall and be a solo object. Without duplicating the wall and deleting everything except for the picture.
3. Let's say I have a bed and the sheet is combined with the bed. I want to separate the sheet from the bed and move it's vertexes how I please.

Is it possible?

Comments

  • kaotkblisskaotkbliss Posts: 2,914

    You can't move verts with geometry editor, but you can certainly seperate items.

    What you will need to do is duplicate the wall. In 1 copy delete everything but the picture (select the polys you want to remove, then right click and edit then delete selected) in the other wall copy, select all the polys for the picture and delete them.

    To move the one wall, you would probably have to do the same to make it a seperate object as well.

    The same can be done with the sheet but depecnding on how many faces it has, you may or may not be able to manipulate it the way you want with a deformer, dforce or mesh grabber. It would probably be easier to delete the sheet and either use a primitive plane with a high division or use another blanket/sheet prop.

  • hapciupalithapciupalit Posts: 121

    You can't move verts with geometry editor, but you can certainly seperate items.

    What you will need to do is duplicate the wall. In 1 copy delete everything but the picture (select the polys you want to remove, then right click and edit then delete selected) in the other wall copy, select all the polys for the picture and delete them.

    To move the one wall, you would probably have to do the same to make it a seperate object as well.

    The same can be done with the sheet but depecnding on how many faces it has, you may or may not be able to manipulate it the way you want with a deformer, dforce or mesh grabber. It would probably be easier to delete the sheet and either use a primitive plane with a high division or use another blanket/sheet prop.

    Okay... I understand. so I have no way of moving vertexis in Daz, I still need to use another software. Not even with a special asset or something?

  • kaotkblisskaotkbliss Posts: 2,914

    Mesh grabber (paid product in daz store) and dformer (free with daz studio) will move verts but they are not as easy to work with as say hexagon (free modeler from daz)

  • Richard HaseltineRichard Haseltine Posts: 102,379

    You could also use a dForm, either shrinking the field down to enclose a single vertex or using a weight map - but for detailed adjustemnts or more than the odd vertex I would use a modeller.

  • hapciupalithapciupalit Posts: 121

    Sweet... Thank you guys. I'll see what I can do!

  • If it's a prop, you could pretty easily export to Blender as an .obj and then have an extremely powerful modeling tool at your disposal, to do whatever you wanted. The UVs will be intact, so you could easily reapply all your materials.

  • jpetersen1jpetersen1 Posts: 148
    edited April 2020

    If I need to scale in a specific direction, I usually export to Hexagon using the File> Send to Hexagon option. Inside Hexagon, click the object in the scene list so it becomes live and editable, then use the Faces option, select the faces you want to drag or stretch or extend with the Lasso tool (the little lasso box needs to be clicked, although using Ring and Grow is often faster), and then pull it out in the direction that you want to make it bigger.

    It's usually faster and easier to do this in a modeling program than in DS (at least with most objects), then send it back to DS (there are buttons for sending to Hexagon inside DS and for sending it back DS when you've modified it).

     

    When you send it back to DS, it's a coin toss whether it will work if you import it back as a morph (you get options like Morph or Property). Sometimes things go wrong when it's imported as a morph. Sometimes it works, sometimes not. So... it's usually more reliable to import back to DS as a prop. You can always delete the original prop from the Scenes pane and use the new one (that you created) and then you have two.

    Post edited by jpetersen1 on
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