How to do Rigidity Maps (SOLVED)

SotoSoto Posts: 1,440
edited September 2014 in Daz Studio Discussion

Hi.

I'm trying to follow the instructions on the documentation center, but they seem to be outdated or something because they don't match my version of DAZ Studio (current one). I have troubles following the steps.

Can someone please tell me how to do a simple rigidity map? I have a custom eye surface for genesis, but when i apply a morph, the surface deforms a bit.

Thanks.

Post edited by Soto on

Comments

  • Richard HaseltineRichard Haseltine Posts: 102,301
    edited December 1969

    Put the Geometry Editor tool into Vertex mode (buttons at top-left of the Tool Settings pane set mode, or right-click Selection Type>Vertex Selection.

    Select the vertices you want to be rigid

    Right-click Geometry Assignment>Create Rigidity Group from Selected

    If you want a reference point, select that vertex, right-click, Geometry Assignment>Assign to Rigidity Group as Reference>Name of your Rigidity Group.

  • SotoSoto Posts: 1,440
    edited September 2014

    Thank you, but I followed the steps as described and had the same result.
    I did only what you described, nothing else. Maybe there's something else I was supossed to be doing by myself?

    BTW: What's a reference mode?

    Post edited by Soto on
  • SotoSoto Posts: 1,440
    edited September 2014

    I think the problem is there is interference from the head group in the eye after the Tranfer Utility... I can't seem to find how to fix this. Help please?

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    Post edited by Soto on
  • Richard HaseltineRichard Haseltine Posts: 102,301
    edited December 1969

    I'm not quite sure what you mean. If the problem is unwanted bones you can either remove them with the Joint Editor tool, right-click, Delete>Delete Bone,which should then merge the influence of the bone into the head or you can simply use the Node Weigh map Brush to erase the weight map for the bone. Remember that Rigidity affects only generated morphs, so it won't show until you clear generated morphs (Edit>Figure>Clear Generated Morphs) or reload the item.

    Setting a reference point means that any changes to that point will be applied uniformly to the whole rigidity group - it's a way to have your cake and eat some of it as the item gets carried along with the reference point..

  • Subtropic PixelSubtropic Pixel Posts: 2,388
    edited December 1969

    Sorry to butt-in, but can somebody give the class a brief description of what a rigidity map is?

  • Richard HaseltineRichard Haseltine Posts: 102,301
    edited December 1969

    A rigidity map tells DS not to apply morphs to the rigidity mapped areas of the mesh when it is auto-generating a morph (one that iss et on the figure the item is fitted to and that isn't in the item itself). The rigidity map doesn't affect posing or morphs created by the user (with DForms or Morph Loader).

  • SotoSoto Posts: 1,440
    edited December 1969

    I had to assign the "head" poligons to the eye ones, then weight map those defective polygons.
    I did that as soon as i found out it was about the eye polygons being asigned to the head, but problem was it was'nt showing in real time, no matter how many times i was doing it.
    Seems I had to clear the generated morphs, memorize figure, and then save the figure.
    The figure works as expected on a new scene.

    Thank you very much for the help.

  • Subtropic PixelSubtropic Pixel Posts: 2,388
    edited December 1969

    Happy Hellboy got his problem fixed.

    A rigidity map tells DS not to apply morphs to the rigidity mapped areas of the mesh when it is auto-generating a morph (one that iss et on the figure the item is fitted to and that isn't in the item itself). The rigidity map doesn't affect posing or morphs created by the user (with DForms or Morph Loader).

    Can you give a simple example to help me visualize? Like a clothing article.

  • Richard HaseltineRichard Haseltine Posts: 102,301
    edited September 2014

    Belt buckles and buttons are obvious candidates - you want them to keep their shape, and in the case of buttons to move as their attachment to the clothing moves. Here are a couple of examples (I can't recall why I used separate morphs for the with and without, rather than showing the same morph both times). I made a figure from a long cylinder attached to the Genesis earlobe, as a simple earring, then I applied the Snake Head morph - as you can see the cylinder is horribly distorted. Then I assigned the whole cylinder to a rigidity group, chose one of the top polygons for a reference, and applied the Anubis head - the cylinder didn't distort, and it did move with the earlobe.

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    Post edited by Richard Haseltine on
  • SotoSoto Posts: 1,440
    edited December 1969

    Sorry... I`m not sure i understand the reference part. You explained it earlier, but i dont get it. What happens if you don`t set a reference?

  • Richard HaseltineRichard Haseltine Posts: 102,301
    edited December 1969

    If you don't set a reference then the rigid part is just rigid, if you do set a reference then the rigid part transforms as the reference transforms.

  • Subtropic PixelSubtropic Pixel Posts: 2,388
    edited December 1969

    I am quite a far way from needing any of these techniques, but Richard I appreciate your willingness to share. Your examples were very helpful. Thank you!

  • ModernWizardModernWizard Posts: 850
    edited December 1969

    So, if I want to give someone stitches on their face and have the stitches follow along with facial expressions, should I make the stitches rigid and then make a reference group out of polygons immediately beneath the stitches?

    --MW

  • Richard HaseltineRichard Haseltine Posts: 102,301
    edited December 1969

    No, if you mean a single rigidity group. If you are making the stitches as a conformer then making it rigid will break the connection with the surface when you morph it. In this case you don't want the whole thing to be rigid, though if the individual stitches are deforming you may want to assign them to individual rigidity groups - in that case you'd presumably make one (or both, though I'm not sure how well that would work) end of the stitches the reference, since that's where it would be attached to the skin.

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