Chains, Earings and other solid objects deforming.
Hello all,
I would like to know how to stop this from happening:
As you can see the rings are not perfectly round and the links that drape over the breasts are deformed as well. It is especially noticable on this outfit as you see the one chain in the middle that is hanging down, the links are perfectly fine. I have noticed that this happens with a great many items, particularly metal ones in which they become misshapen prior to auto-fit. This problem seems to be very notorious with earrings as there are a great many that I cannot use without turning the auto-fit off and then go through a lengthy process to place the earrings in place. While turning off the auto-fit works with most earrings, it will not work in the case above as the whole outfit then will not conform to the figure's body. What I want to do is to have the outfit conform using autofit, but to have the metal objects, such as the rings and chains not deform. Can that be done?
Thanks,
Geo
Comments
When a morph is applied to the figure it is projected into fitted items - essentially the bits of the items move with the closest vertex of the base model. Major shape changes, and especially shape changes that affect the msh differentially, will distort the fitted models as a result. The best answer is a custom morph, made in some kind of modelling/sculpting application, that adjusts the mesh smoothly to fit the new shape - but that is of course a fairly hard option for most people. A less drastic, though still time-consuming, option is to use the Geometry Editor tool to select each piece in turn and assign it to a new Rigidity group - that way it will deform as a piece (you can select one or more reference polygons so that it will, with luck, adjust to match the typical change of the nearby model) - selecting the links of the chain should be simple, click once then cmd/ctrl * to select the connected polygons, but I'd be a little worried that the links might then come disconnected or partially interpenetrate.
This is a common occurrence when morphs from the main figure are being applied to the wearable object. Generally, a wearable item is designed to fit an original Genesis model and, sometimes, several other variations are included (you can find those in the parameters for the Actor). If you have customized a character with other morphs such as add-ons, you'll see this type of deformed result. There's a couple ways to work around this, but they involve some extra work on your part.
First thing is to enable the "hidden parameters" for the wearable object. You can do this from the little menu in the corner of the parameter list. Once you do that, you'll see some "ghosted" parameters available. These are the parent morphs of the figure which are impacting the wearable. If you tinker with these and set the guilty ones to zero, you'll see the wearable go back to its original shape. However, it probably won't fit your figure properly anymore.
The next step is to apply your own morphs to either the character or the wearable. You can create your own morphs using 3d software or you can apply d-formers. D-formers are easier to add but are less precise, and you may even need to change them to use weight maps rather than the influence field.
I should add, since I forgot, that you need a vertex selection to define a Rigidity Group - select the polygons as above, then from the right-click context menu you can convert to a vertex selection and assign to a Rigidity Group.