An issue with rigging, loading, etc.

RaneRane Posts: 146

So I rigged a model, got it all nice and ready, and it exports to where I can load it from the content menu. But, when I do, its larger by about 4000 percent, and all the bones are flipped for limits, and the origins are messed up. IE, its all at relative zero. Can someone tell me how to fix this so that when I actually do something larger, I don't have to redo all of the limitations?

In order to go forward, one must often times look to the past.

Post edited by Rane on

Comments

  • MattymanxMattymanx Posts: 6,908
    edited December 1969

    What program did you rig in?

    If you rigged in DAZ Studio, did you rig it with the poser rigging or the DS Triax weightmapping?

    If it was rigged as a poser figure, when you imported the model into DAZ Studio, did you import it at Poser scale?

    If its designed to be a poser figure, rigged in DAZ Studio, ALWAYS import the model at Poser scale and rig at that scale becuase DAZ Studio will not load Poser figures at any other scale when loading said figures via the Cr2.

    If you rigged it as a DAZ Studio Triaxed weightmapped figure, I cannot help you. Sorry!

  • RaneRane Posts: 146
    edited December 1969

    I didn't realize there WAS a difference. All of the tutorials stated I needed to rig it as a triaxed weightmapped figure, so I did. Also, I rigged it in DAZ studio, did the whole export to poser file. Will DUF file types work for products on the market? Or do I need something else?

  • SickleYieldSickleYield Posts: 7,639
    edited December 1969

    Did you memorize figure rigging before you saved to library?

  • MattymanxMattymanx Posts: 6,908
    edited December 1969

    If you are creating a commercial product for use in DAZ Studio then you will want to use the native DUF format.

  • RaneRane Posts: 146
    edited December 1969

    Sickleyield, yes. I memorized the figure rigging.

    Matty, do I export it, or just save as something?

  • MattymanxMattymanx Posts: 6,908
    edited December 1969

    It depends on what its suppose to be.

    If you look in the File Menu under save as you will see a list of different options.

  • RaneRane Posts: 146
    edited December 2014

    Okay, so for instance, I'm looking to do a small fighter. Another I'm looking to do a large ship, and in another, a suit of armor. What setting would I have to go to for each, and where would I go to add it to the library once its done?

    Post edited by Rane on
  • Richard HaseltineRichard Haseltine Posts: 100,948
    edited December 2014

    For a TriAx prop or figure, File>Save as>Support Assets>Figure Prop Asset. You will get an option dialogue, from which you can choose which content directory to use (I always advise having an otherwise empty directory set up as a content directory to keep all of the files for a project to together) and set the Author and product names, which determine which sub-folders in the Data folder are used for your item. Then you'll get a standard file prompt, that's asking where the actual user-facing file should go -in your case something like Props\Transport\Space I suppose (check other items for guidance): you don't put this in the Poser Runtime folder.

    Post edited by Richard Haseltine on
  • RaneRane Posts: 146
    edited December 2014

    Oooooh. Okay, I'll have a try. I've been fiddling with one of my fighter models, just seeing what works. Saving it as a character and a pose preset works, but I'll try that one too. :)

    EDIT: Well, it works. Thank you for the guidance. :) *Dances.* Ahhaha~! Now I can start flooding the area with little freebies. But what I don't know is, how do I make it so that morph poses, pre-designed poses such as having all the doors open with a dial, come through as well. I had eight or nine poses ready with the actual vehicle, but it didn't come through the saving process.

    EDIT 2. Never mind, it worked. I was still working off of the old attempt, sorry.

    Post edited by Rane on
  • RaneRane Posts: 146
    edited December 2014

    Okay, so here is a new conundrum I have. I am trying to make a harpoon with a cable attached and rigged. Only five bones, but the initial model selection is short. Is there a way to make it so that the entirety of the cable geometry extends and has a little wiggle like a tail, but doesn't mess up the geometry horribly?

    Also, is there a way to have bones rigged to others, but not visible in the 'scene' set? I figure on having dials set up for morphs and pose selections for an armor figure I have in the works. The idea is to have movable plates on the forearm for instance, and include dials for each plate to raise and lower via forearm, but without all the additional bones visible in the scene. The idea is to reduce clutter, but if it is possible, is it a good idea?

    Post edited by Rane on
  • Richard HaseltineRichard Haseltine Posts: 100,948
    edited December 1969

    I'm not sure what you mean with respect to the harpoon and cable, but as long as the node has no visible children you can hide it from the Scene pane - switch to the Joint Editor tool, open the Tool Settings pane and check Hide in Scene View(s). The Scene pane does have an option to show hidden nodes if you need to get at the bone later.

  • RaneRane Posts: 146
    edited December 1969

    Oooooooh. So it IS possible. WHOO! I might do that for my ship. Cause... well frankly having 60 missile doors to sort through does get tedious. But thank you for the info. I thought I had caught it once on how to hide it, but I wasn't sure.

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