What happened to my scene? (part 2) I think I found the real problem, but why is it doing this?

ericjcantericjcant Posts: 28
edited December 1969 in Technical Help (nuts n bolts)

Even though it did appear that there was some weirdness going on with the DIM etc. I've done some experimenting and found that maybe I was coming to the wrong conclusion about what was happening to my scene.

So here's what really seems to be happening. I have a Michael 6 model in my scene where I've used the geometry editor to hide and then "delete hidden geometry" portions of Michael's body. Everything looks fine when I save. I then open the scene back up and no more Michael 6 body (even though that's what's listed in the scene tab), the actor model is now the "Genesis 2 Base Male" actor.

So my question is this: is it possible for me to delete the hidden polygons without Michael 6 reverting back to the base male model, and why is it doing this?

Comments

  • kitakoredazkitakoredaz Posts: 3,526
    edited June 2015

    Ah I see.
    it is not expected but it actually happen.

    when you delete polgions, it actually change mesh data.
    then it may lost all morph data , but leave all controller.and current value (with each setting)
    when you load the scene or subset.

    it just keep ERC which change rig positon, or scale, or property.
    but there is no morph data (morph need to keep same vertex count,,)
    then it can load any morph data. just there are controlelr and ERC links.

    I think if you can transfer morphs from gen2male to current new gen2male,
    then overwrite these controller, it may work.
    but I have not tested it.

    did you try save it as new figure with cahnge root node name?
    of course you need it untill you change current scene.

    though it may make big data (all morphs included as new)
    I think if it can store morph. but I can not confirm.

    because it worked when I user merge figure. (it actually change mesh data,
    but keep all morph as new)

    Post edited by kitakoredaz on
  • kitakoredazkitakoredaz Posts: 3,526
    edited December 1969

    I do not want to test it as saved new figure,
    but use transfer utility, gen transfer morphs, it work.
    then you can save it as scene subset. or scene , I can confirm.

    I have not M6, but Giannni 6 worked, then it should work.

    but it iis somehow tricky.


    1 now you have cut-out Giannni, (though it shape =gen2male) ,keep him on current scene.
    (but you may need set him zero pose)
    I recommend change name of figure. eg TestGiannni.

    Load new gen2male. then serch FBMGianni and FHMGiannni.

    you may hope to direct transfer these morphs to cut poligon figure, but you can not.
    because, transfer utility, may overwrite empty morphs which stored ERC link.
    then link have gone away.it is not recommended.

    2 change FBMGiannni and FHMGiannni ( gen2male) . name and label ,
    I change them as newFBMGiannni and newFHMgiannni.

    then set them as Favorite.

    3 after that transfer these two morphs by use "favorite option", to the new cutout figure.

    4 now you tweak these two transfered moprh, then can change shape to 1.00
    then you have empty controller (but it can change rig to correcto position for giannni!!)
    turn up to 1.00

    5 save it as scene. or scene subset.

    transfered morph should be stored in the subset, or scene file. then it work without problem.

    6 if you like to use these controller and moprh as same as before,
    (now you need to move all 4 morphs one by one)
    you can use morph loader pro, then export each morph sahpe, and re-import then overwrite
    keep the all links.

    I do not hope all step by step , but if you tweak poligon of figure,
    may need to find how you use morph loader, I believe.

    cutgianni.JPG
    1451 x 663 - 209K
  • kitakoredazkitakoredaz Posts: 3,526
    edited December 1969

    Then,,if someone read this, try same thing with complex case, I can not support at all ^^;
    to stable, I think you may better save it as new figure (change node name)

    I play around saved scene, yes it work,, but when I try fit-to clothings for neked poor giannni6 (and he lost hand too,,)
    ds stop and shut down 4 times.:-)

    I can load clothing without fit to, then fit to, seems work.

    but I think,, these "not saved as moprh, or saved as new figure", data stored in duf, (scene or scene subset)
    may easy cause complex problem,, if you progress your work with such scene or subset,then save again and again,,
    finally you may find some un-expected problem I think.

  • ericjcantericjcant Posts: 28
    edited December 1969

    Thank you for the information, which I will probably use later after experimenting, but to make sure my scene stays stable, I'm going to use the scene tab to hide body parts, and not use the geometry editor. I wish I could use the geometry editor to hide specific polygons, but any hidden geometry does not save as hidden when using the geometry editor like it does when using the scene tab to hide geometry.

  • kitakoredazkitakoredaz Posts: 3,526
    edited December 1969

    I remember someone requested daz what you expect .
    (to save current status of hidden poligons by geometry editor)

    then as you said, there is some subusituite plan.

    1 you use scene node tree. then hide the poligons which assigend each node as face group.
    then you can change face group of node by geometery editor.
    eg assigend more poligons for r-hand. then hide it by scene tab.

    after that save it as scene, or scen subset. it work.
    (and not recommend to save it as new figure)

    though there is no meaning to create new face group, because it will be not shown in scene tab
    untill you add new node.

    2 use surface gorup, then set oapcity as zero by surface tab.
    you can make new surface group which you need to hide,
    then set the surface as opacity =0 by each shader.

    and you can save it as scene subset, or save as sceen.
    most of user may use this way. to quick customize clothing or hide poligons I think.

    I heared, it may cost render time, renderer circulate these opacity,
    ( if you can hide poligons by scene node, you can render more quick)
    but it is easy, and may not cause many problem, and easy tweaking I think.

    about both case,, it only work current subset, or scene.
    then not change default base figure. it is safety.

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