4 fingers and 3 toes for Genesis. Need D-Former help please

edited December 1969 in Daz Studio Discussion

Okay, so I'm trying to make a Yoshi character (anthro) for Genesis. I already made a custom head, and I also made seperate toe parts for him, but they didn't blend in with the rest of the model. So I gave D-Formers a go and I know how to move and scale the sphere, but I've got one problem. Since it is a circle, when I highlight the first three toes to enlarge and put in place, and highlight the other two in a seperate D-Former to remove, the selection bleeds a little into the toe I don't want to grow or shrink, and it gives unwanted results. Is there any way I can fix this?

I also see "weight map" in the Influence section. What does it do and how do you use it for Genesis? Will doing it that way fix my problem?

Comments

  • Herald of FireHerald of Fire Posts: 3,504
    edited December 1969

    Weight maps tell Daz how each bone influences the movement of each vertex in the model. The 'weight' is how much it's influenced by, so a full value will move directly with the bone (in relation to its position) while intermediate values will move at a slower rate. Zero weight means it is unaffected.

    What this means in real terms is that any bone can influence any part of the mesh, not just a radial area as older skeletons often do.

    As for your problem, wouldn't it be easier to simply morph the problem area in an external program rather than use a DForm? If you're already doing the rest that way, it seems odd you'd go to the lengths of fiddling around with DForm spheres for delicate adjustments like that.

  • edited December 1969

    Weight maps tell Daz how each bone influences the movement of each vertex in the model. The 'weight' is how much it's influenced by, so a full value will move directly with the bone (in relation to its position) while intermediate values will move at a slower rate. Zero weight means it is unaffected.

    What this means in real terms is that any bone can influence any part of the mesh, not just a radial area as older skeletons often do.

    As for your problem, wouldn't it be easier to simply morph the problem area in an external program rather than use a DForm? If you're already doing the rest that way, it seems odd you'd go to the lengths of fiddling around with DForm spheres for delicate adjustments like that.

    But when I export as an OBJ, make changes in Rhino3D, and import it back, it says it "doesn't have the same geometry." What am I doing wrong?

  • KeryaKerya Posts: 10,943
    edited December 1969

    set the subdivision level to zero when exporting from DS

  • edited May 2014

    Kerya said:
    set the subdivision level to zero when exporting from DS

    I did. And also set Mesh Resolution to Base, exported to 3DS Max scaling, edited it in 3DS Max, exported it to OBJ using the DAZ Studio template, and imported it in DAZ Studio using 3DS Max scaling. I think there must be something I checked or unchecked while importing/exporting in either of the programs. And when I import the unchanged OBJ back into DAZ, it's fine. But when I save the unchanged or changed OBJ in Rhino/3DS Max, it gives me the Geometry error. I think these programs are doing something to the OBJ that makes it incompatible for morphing. Any ideas?

    And also, I think I might've found half of the problem. Upon loading the model, 3DS Max says "deleting isolated vertices." Which probably means that it is messing up the vertex order. Anyone know how to turn this option off so it will always keep every vertex in the model?

    Post edited by slimyscaly_2d3034578f on
Sign In or Register to comment.