Can anyone help me to get the windows to go down in family car

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Comments

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,206
    edited July 2022

    this is easy to fix

    (the windows not going down)

    go to edit rigging and convert triax weightmapping to general weights

    DAZ studio that is,

    it works perfectly well in Carrara so I likely would not want the updated dual quat version wink where I would need to do the reverse

    Post edited by WendyLuvsCatz on
  • NorthOf45NorthOf45 Posts: 5,485

    VicS said:

    there is one more issue-those large metal looking flakes on the paint, this is happening with most cars,(not the black ones I dont think though), both for the preset shaders like this one and when I try to apply the paint myself, is there a good fix for this ?

    The Red is the only Iray material preset, therefore the only one with Metal Flakes. They come in HUGE, at 0.15, whereas the default is 0.001.

    The other presets are 3DL, which doesn't do metal flakes, but the texture bitmaps are, how shall we say, a little blotchy. Nothing that can be tuned out, you would have to replace with some shader preset or roll your own.

  • VicSVicS Posts: 1,273

    So family car and night out for family car both use iray paints that come free with daz and does the same go for luxury car and it"s shader sets?

  • NorthOf45NorthOf45 Posts: 5,485

    That's not what I said. Family Car has one paint job, red, in both 3DL and Iray. Family Time adds two more, only in 3DL, the black, and the blue and white. I wouldn't call them free, they are part of the products.

    Luxury Car only comes with 3DL materials, along with two add-ons, Cherry Bomb and the defunct Rolling Thunder. There is an Iray add-on that has 6 new paint jobs.

    Shader presets can be used on any surface, and some examples of car paint are included with Studio (Shader Presets-Iray-DAZ Uber)

  • barbultbarbult Posts: 24,240

    @NorthOf45 your instructions were clear and worked perfectly, and I learned a new skill. Thanks!

  • VicSVicS Posts: 1,273

    Aparently the geometry editor can do a lot of things that most people like me may never find out about, I only have used it to delete geometry portions such as the top of hair under a hat (with maybe 90% success)  and to make shorts aggedy at the bottom, it is a great thing to have in daz

    how else can this skill that North told us about used in other ways I'm wondering, if anyone has anyone other good uses for the geometry editor in general please let us know

    thanks

  • NorthOf45NorthOf45 Posts: 5,485

    barbult said:

    @NorthOf45 your instructions were clear and worked perfectly, and I learned a new skill. Thanks!

    Well, Wendy's method is a lot faster, but I always forget about the built-in conversion methods. Many old Poser models that have been converted to Studio-native format were done using the TriAx weight maps. I don't know when General Weights started being used in Studio, I wasn't paying attention to that sort of thing those days, and it might have been after many were converted. Still, handy to know.

  • NorthOf45NorthOf45 Posts: 5,485

    VicS said:

    Aparently the geometry editor can do a lot of things that most people like me may never find out about, I only have used it to delete geometry portions such as the top of hair under a hat (with maybe 90% success)  and to make shorts aggedy at the bottom, it is a great thing to have in daz

    how else can this skill that North told us about used in other ways I'm wondering, if anyone has anyone other good uses for the geometry editor in general please let us know

    thanks

    Geometry Editor can be directly used to define new surfaces for additional material zones, new face groups for extra bones and rigging, rigidity groups (which I have never tried). Polygon/vertex/line selection modes can be used for weight maps on Node Weights, Push modifiers, Weight-mapped D-Formers, dForce Influence maps, and probably more that I have not used.

  • VicSVicS Posts: 1,273

    to define new surfaces for additional material zones

    this is something I could use, is there any link that you know of that explains the process ?

    thanks

  • NorthOf45NorthOf45 Posts: 5,485

    Not offhand, but it is fairly easy. With some polygons selected, right-click and select "Geometry Assignment". There is a choice of Create Surface, Create Surface from Selected, or Assign to Surface. Polygons can only belong to one surface, so assigning to one or creating one removes it from the original. New surfaces will be untextured, so you will have to fill them in yourself. The UV mapping is the same as before, so you can use the same bitmaps, or make new one that fits.

  • VicSVicS Posts: 1,273

    ok great thank you !

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