How to create a rotatable lid in DAZ Studio?
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Hey,
I want to create a box with a rotate lid in DAZ Studio.
The box and the lid should be one mesh and then the li is closed there should be a bevel.
It's pretty easy to achive this in Blender, but I'm sturggling to do this in DAZ Studio. In Blender I can do this with an Armature in combination with a bevel and solify modifier.
But in DAZ I don't have the bevel and solify modifier to achive this effect:
So, I think the way to in DAZ Studio is with morphs.
If I import the object in DAZ studio without any rotation it looks fine:
And if I add the rortaten morph via morph loader and set this morph to 100% it looks also fine:
But, if the morph is somewhere between 0 and 100%, the lid lengths looks a little bit to short:
One solution I thought about would be to create some movement morphs in smaller steps, and use them as ECRs to minimize these length change side effect.
But maybe there's a better solution to keep the length constant?
![](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/thumbnails/FileUpload/18/52ea9b495b03d9e292b477766d23aa.png)
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Comments
You need to rig it properly.
SickleYield has done a number of tutorials, some text, some video. Here's a video one: https://www.deviantart.com/sickleyield/journal/Tutorial-Rigging-A-Door-In-Daz-Studio-607711029
I have only ever rigged a single door in a wall https://www.renderosity.com/freestuff/items/87514/rigged-wall-and-door-prop-corrected, and I have almost completely forgotten how to do it, but I used the text version of SickleYield's tutorial to do it.
Regards,
Richard
A morph moves the vertices in a staight line from the start position to the end position, I'm pretty sure Blend Shapes are the same. Theya re not suitable for rotations. I'm not sure what you mean by a bevel - that might be something where you want a morph, linked to the rotation so it kicks in only when needed.
Here is another good tutorial: https://www.daz3d.com/forums/discussion/156776/how-to-rig-a-prop-cabinet-doors/p1
Regards,
Richard
SickleYield has plenty of tutorials on YouTube as well. I'm sure there are some in there as well.
A door is not a good example of what I need. Basically, a door would be pretty simple to rig, after a door has two seperate hard objects. But in my case, a lid of a box, it's a soft object, where the transition between the box and the lid is bending.
Ok, I see. So I have to do it with bones and doing the bending for the soft corner via a ERC. That's a little bit out of scope for the project. The prop I plan to create is needed for a comic project of me.
But I it's fine for me to two seperate props (one open and closed) in Blender and export these seperate props two DAZ. If I could it make easily animateable in DAZ, I would consider to share this prop for free. But figuring out how to create DAZ bones and add the right ERC morph to make the bending in the corner locking right, is out of scope for me, because I've to finish my comic project.
Maybe I give these later a try.
With bevel, I mean the rounded corner, when the lid is closed. This is achived in Blender via a bevel modifier.
I found it easier to hinge the lid on box I made for my Really Bakes Oven... it would have probably been smart to bother to learn how to make a morph, but I'm kind of lazy... I placed the lid flaps slightly inside the box wall and put the hinge point in the middle... I rounded the ends so it would look more like folded area in reall corrugated cardboard...
Excuse the crappy drawing, but my iPad was on an unstable surface...
Generally, unless you are doing a real tight close up of the lid, that is hardly noticeable...
This is the only image I can access at the moment (the promo from SCG), but the effect works okay...
It's a lazy way of doing that, but it worked for me.
From what you've posted it really doesn't look like you'd need an erc, but it does need to be rigged. Just add some extra edges at the bend. Edge split and bevel both create geometry, which DS can't do on the fly. So you need to place that extra geometry in before hand. You might still need to tweak the weighmapping a bit. Alternatively, if you're rendering in iray don't other use the version your using now (still rigged obv) and in material settings dial in a tiny bit of round corner radius, which fakes beveling via shader tricks (compare to the bevel node in the material editor in blender)