Fit to without moving or morphing

CaptJeebusCaptJeebus Posts: 21
edited June 2021 in The Commons

I'm attempting to create a complex geograft using Blender - the issue is when I create the geograft on base Gen 8, export to Blender and make my changes then import/fit to my morphed figure (Leda 8) some of the modified vertices go wild and crazy as the morph is applied.

What I'd like to do is create my geograft using my character (already pre-morphed)  then have it follow my character without moving or morphing it at all.

So as a rough example I want to replace a leg with a prosthetic leg - if I make it in Gen 8 then fit it to Leda 8 some of the custom modelled knee geometry gets dragged all over the place when the morph is applied to fit it to the morphed character.

In a perfect world transfer the rigging to the obj, and do the voodoo in the background to have it follow the model it's attached to.

This must be possible somehow :(

Post edited by CaptJeebus on

Comments

  • Richard HaseltineRichard Haseltine Posts: 102,718

    A custom Leda 8 morph in the GeoGraft would probably help, but if the issue is moving joint centres it may be that you haven't memorised the final rigging (Joint Editor tool option menu) and so any joint adjustment is using the wrong starting point.

  • CaptJeebusCaptJeebus Posts: 21

    So the geograft comes in as an obj with no rigging - I need to transfer the rigging to the model in it's current position.  

    When I use transfer tool it moves the obj along Y quite a bit (since the geograft and the model I'm welding it to are quite tall)  I've already created the geograft using the correct dimensions so I need to circumvent the repositioning while still getting the rigging transfer.

    The morphs themselves are less of a problem as I can just back them all out individually after I do the fit from the hidden morph controls (I believe, since the position of the graft ends up so wacky I THINK I've backed out the double stretch from the second application of morphs, but it's tough to tell).

    What I need is to be able to just associate the rigging in situe (as the geograft imports in the exact right spot already).  I can then parent it to the join point on the leg and pose it separately rather than having it be controlled by the pose controls of the base model.  

    I mean it would be nice if I could graft it in - but it seems I can't avoid the move and morph part of the import. 

  • Matt_CastleMatt_Castle Posts: 2,674

    I believe you both need to set the source shape to "Current", and toggle the "Reverse source shape to target" (or something like that) further down the dialogue. However, as a general thing, it is preferred that assets are first made for the base shape, and specific fits are imported later via Morph Loader (using the "Reverse Deformations" option if required).

  • Richard HaseltineRichard Haseltine Posts: 102,718

    If the graft is meant to weld to the base figure then, as far as I know, it has to be made against the base shape.

  • CaptJeebusCaptJeebus Posts: 21

    The intent is a clean weld on a morphed character.  (Leda 8 with additional morphs on top)

    Starting from the base creates really ugly folds and disruption in the final graft once it's fit and the morphs are applied.  

    I'd rather start from the morphed character and just transfer the rigging over if that's possible.

  • CaptJeebusCaptJeebus Posts: 21

    Matt_Castle said:

    I believe you both need to set the source shape to "Current", and toggle the "Reverse source shape to target" (or something like that) further down the dialogue. However, as a general thing, it is preferred that assets are first made for the base shape, and specific fits are imported later via Morph Loader (using the "Reverse Deformations" option if required).

    Heh, this resulted in a hard crash.  

  • CaptJeebusCaptJeebus Posts: 21

    Alright, fixed the hard crash, I didn't get a different outcome using the Current option with the reverse source shape option.

     

    I tried setting both the character and the graft to current with the reverse source shape and I still end up with the leg somewhere mid torso as it applies all the morphs a second time.

  • Richard HaseltineRichard Haseltine Posts: 102,718

    Was there scaling applied? If so that needs to be removed, even if you otherwise reverse out the source shape. Is this graft close fitting or does it project? if it projects then the Transfer Utility is going to require a lot of refinement, and morph projection may also not work that well.

  • CaptJeebusCaptJeebus Posts: 21

    The morphs fail horribly, and the entire graft is moved upwards by quite a bit as a result.

    Because the character is quite a bit taller than base G8 it takes an already scaled leg and scales it again moving the leg up into the abdomen somewhere.

    I just need to figure out a way to transfer the rigging over without any of the morphs.

  • CaptJeebusCaptJeebus Posts: 21
    edited June 2021

    No scaling, only morphs (the leg length morph being the one that's causing the most chaos.) 

    Post edited by CaptJeebus on
  • Richard HaseltineRichard Haseltine Posts: 102,718

    CaptJeebus said:

    No scaling, only morphs (the leg length morph being the one that's causing the most chaos.) 

    Make sure that the leg morph isn't driving some scaling (cleck the gear icon on the slider>Parameter Settings, check the list of Sub-components)

  • CaptJeebusCaptJeebus Posts: 21

    I see one Translate Y, then the rest are Origin XYZ End XYZ.

     

     

  • CaptJeebusCaptJeebus Posts: 21

    I think the root question I need answered is:

    How can I assign rigging to an imported .obj from an existing chraracter without having any morphs or translation applied.

  • Matt_CastleMatt_Castle Posts: 2,674

    If what I said before didn't work, then I don't think you can.

    However, if you can reshape the mesh to work for the base figure (and it is always preferred that you start by fitting to the base figure), then you can certainly import your specific fit using the morph loader later.

  • Richard HaseltineRichard Haseltine Posts: 102,718

    Try zeroing the translation, and make sure that the fitted item lines up with that as imported.

  • CaptJeebusCaptJeebus Posts: 21

    Base figure causes the complex geometry around the knee to go bananas once the morphs are applied grabbing some vertices and throwing them upward creating spikes and other distortion.

  • Matt_CastleMatt_Castle Posts: 2,674

    CaptJeebus said:

    Base figure causes the complex geometry around the knee to go bananas once the morphs are applied grabbing some vertices and throwing them upward creating spikes and other distortion.

    Then you're going to have problems any way if you don't add rigidity groups/maps for that, because the knees have joint controlled morphs and the like.

    However, once the base fit is done, your specific fit morph can be imported through the Morph Loader to override the auto-follow morphs for your specific character.

  • CaptJeebusCaptJeebus Posts: 21

    So lots of good discussion, but I've decided to go down the road of creating my own object with it's own rigging.

    Thanks everyone!

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