Advice for saving a prop asset
DudeTremendous
Posts: 8
I'm trying to duplicate the iris geometry on a figure, as the extra geo is useful for me when rendering in another software. I've tried to accomplish this by duplicating the entire figure, deleting all but the iris geo on the duplicate, and then 'fitting' that to the original, which results in mangled geo, I assume from reapplication of all morphs, and possibly something with memorization. I also tried saving all shaping as a preset, zero'ing figure, applying the dupe and fit process above, then re-applying shaping preset, but this results in weird positioning of the dupe geo.
Any advice on how to best approach what I'm trying to do? Is fitting neccesary or should parenting be enough?
Thanks, M.
Comments
There is only one version of the geometry loaded at any time, which then has modifiers (joints, morphs, dForms etc.) applied to it for each figure or prop using that geometry. If you want two different versions of the geometry you need to save the modified version as a new asset - File>Save As>Support Assets>Save Figure/Prop Asset - but bear in mind that you cannot share the results (you can share renders, or embed in a game if you have an Interactive License)
Hey Richard, thanks for the response. Yes, I'm aware of this. Perhaps I haven't explained properly: I simply need to duplicate the iris geometry as an attached prop that follows and behaves exactly like the main iris geometry. I have done exactly as you say, saving as a support asset. The problem is that the support asset's skeleton is getting mangled for some reason. So, the simplest process seems to be: load Genesis 8 Female -> delete all but iris geo (rename "iris") -> load second Genesis 8 Female -> iris figure "fit to" newly loaded Genesis 8 Female -> save iris as support asset -> delete all, load fresh Genesis 8 Female -> load saved support asset -> apply saved shaping preset. When I apply the shaping preset, the iris support asset's skeleton gets mangled. This is what I'm trying to fix. I've attached screenshots that should help explain.
Also, I'm realizing this should have been in the technical subforum, apologies. I don't know if there's any way to move it now.
Ok, further exploration has revealed the shaping preset isn't the culprit. The same mangling is seen when applying morphs to a Genesis 8 figure with an identical Genesis 8 figure "fit to" it [i.e. the secondary figure that's been "fit to" just mangles when morphs are applied to the parent figure], which means I'm not fully understanding the extent of what "fit to" does or its use case. I just want an exact duplicate of the iris geo that follows all morphs and transforms of the parent figure. Parenting the duplicate geo to the figure doesn't seem to give me what I want, and "fit to" is producing mangled results. How do I do this?
Since this is a thread on how to do things in DS having it in Daz Studio Discussion is fine.
Have you tried changing the Fit To mode for the irises, in the Parameters pane?
Yes, and it changes the mangling, but it still mangles. It appears that with the default "Redirect transforms" selected, the body morphs affect the bone ends as expected, but leave the bone origins in place, resulting in some very weird distortions. With "Autofollow Transforms" selected, the entire bones adjust properly to the morph, but the morphs are doubled, being applied both at the parent level, AND at the level of the figure that's been "fit to" itself. Not sure what to do here.
Ok, found my way around the initial issue by: saving the irises as an obj, reimporting, converting to figure, Transfer Utility back to the genesis figure. The problem now, is that if I fit these to a figure, then save that figure-with-irises as a scene subset, then reload that scene subset, the figure is loaded without any morphs. I do not understand.
Ok, loading without morphs was a temporary problem that was happening for reasons totally undetermined and is no longer an issue. I have no idea what changed or what fixed it, but I'm all good now. Weird.