possible to remove rigid groups with a ds script?

in The Commons
is it possible to remove rigid groups with a ds script after clothing is loaded into scene?
or with a preset/injection file?
i've been manually deleting rigid groups with the dson editor. not a convenient way of doing it.
thanks.
Comments
My opening question would be "why?"
I could see occasionally needing to remove or fix a rigidity group that has problems, but to remove them wholesale on a regular basis, I don't understand.
As is, my main suggestion if you just want to be rid of all rigidity is to blank the rigidity map; rigidity relies on both groups/references and the weight map that tells DS how strong their influence should be.
how do i blank the map?
thanks.
Node Weight Map (Alt+Shift+W) tool with the root of the asset selected, find the rigid weights map on the Tool Settings pane, right-click and "Remove selected".
If you want to isolate specific rigidity groups, then the geometry editor (Alt+Shift+G) in Vertex Selection mode (Ctrl+\) will show you the groups in the Tool Settings pane, which is probably easier than the DSON editor.
I'm not entirely following what the goal is here though, as often these groups are fixing quite serious problems with auto-follow morphs.
a script would be more convenient
Unfortunately, I don't know enough about scripting in DS to answer that one way or another.
My instinct is that a script could probably could strip out the groups or the map, but I don't know for sure. As far as getting anyone to write that script... well, like I say, it seems like a pretty niche purpose. (About the only time I have needed to remove rigidity groups is when it's an asset I've made and screwed up first time; enlighten me if you will, but I can't imagine it being something enough people need to do on a regular basis that anyone's likely to script it).
As is, the best suggestion I've got is, alas, heading to the Node Weight tool and deleting the rigidity map, which is the quickest way I can currently think of to disable rigidity.
Here is a script which will remove all rigidity groups from an object.
omg almosrt missed it. thanks!!!
Misty like me is a Carrara user, it crashes Carrara
they are found on otherwise compatible stuff for Genesis 2 as well
Thanks Omniflux for the script
oh. we could use one of the removal scripts for geografts groups.
is another thing i delete with dson editor. its in the geometry section.
dunno how to make a preset ignore the geograft part.
I'm not sure what you are referring to here. Do you mean removing all geografts from a node? If not, can you give instructions for creating this in a scene or point me to a free product that has this?
I believe she means turn geografts into conformers.
In Carrara they destroy the UV mapping but also in DAZ studio geografted clothing drives me nuts as it hides the underlying mesh so you cannot use opacity maps on it.
for example horns. there is geograft section under geometry. dont really need horns as a geograft.
found that if i use dson editor to delete the geograft section, the horns become a nuetral conforming item.
as Wendy mentioned, in Carrara, the geograft mesh doesnt merge. it punches a hole where the merge doesnt hapen, destroys the uv map. skin renders with artifacts. it can be compensated somewhat with projections. been trying to work out geografts for years. weld tolerance, etc. there are items, like the male pro anatomical bits, would rather have a working geograft. sure Mike would too.
been playing exporting the merged mesh, then kitbashing the nodes together, but then the morphs on the geograft part arent recognized. out of ideas at this point.
Mike4 doesnt seem to mind not being geografted to his parts.
Where is the section you are deleting located? In the scene file, or in the /data/Vender/Product/Item/Item.dsf file?
If the latter, is this what you are removing?
its in the dsf file. thanks.
the only thing i still using ds for is to save shader presets. it would be nice to not have to do everything manually in dson editor.
some things i use vba to prep. import the dsf file into a table in ms access. do what i need, then export again to a text file. for some reason, the internal names don't always match the internal ids. the duf file cant always find its parent node in the dsf file. example tongueBase looking for #tongue01 sends verts out into infinity. used to see that in the poser4 days.