Is there a way to unwelded edges/vertices in daz3d?

Is there a way to unwelded edges/vertices in daz3d?

Comments

  • crosswindcrosswind Posts: 6,926

    Not sure what exactly you wanna do but there's no direct way.. You may use Geometry Editor to 'cut' a part of polygons, export to obj and re-import, sort of 'unwelding'

  • JamesJames Posts: 1,025

    I don't see any option to cut in geometry editor, though

  • ShelLuserShelLuser Posts: 749

    James said:

    I don't see any option to cut in geometry editor, though

    Multiple options here... but very easy to overlook. No, this honestly isn't your oversight: using the geometry editor tool can be very tricky (IMO).

    Once you selected the tool, right click within your viewport: this allows you to set multiple options. At this time it would be 'selection mode' which can help you to select the parts of the mesh you're going for. As you can see in my example ("geometry_viewport") I have a prop with 2 separate canisters that I want to get rid off. First step: making sure this prop is selected in my scene pane: without a mesh there's no geometry to edit ;)

    Second step: the selection mode. From my position within the viewport the lasso option was most suitable. I selected and then right clicked again to use the "Edit" options. See my second screenshot: "geometry_edit". You'll also see that.. the loose canisters are gone already.

    This is how you can apply those changes.

    Hope this can help!

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  • crosswindcrosswind Posts: 6,926

    James said:

    I don't see any option to cut in geometry editor, though

     T steps of  'cut'...

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  • JamesJames Posts: 1,025

    what if I only want to make like a papper get  teared halfway....?

  • crosswindcrosswind Posts: 6,926
    edited May 2023

    James said:

    what if I only want to make like a papper get  teared halfway....?

    Yes, almost the same, just manipulate the relevant part (to be torn), plus Mesh Grabber to bend it or even go for rigging it... But still, it's much better to use modeling / sculpting software to make the morph...

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    Post edited by crosswind on
  • ShelLuserShelLuser Posts: 749
    James said:

    what if I only want to make like a papper get  teared halfway....?

    Easy: just select the polygons you want to remove, delete 'm and done. Though this may not look good, context obviously applies.
  • functionfunction Posts: 283
    edited May 2023

    crosswind said:

    James said:

    I don't see any option to cut in geometry editor, though

     T steps of  'cut'...

    Hi @crosswind , could you please give a tutorial on how to 'weld' those 2 parts as shown in you pictures? Is the weld function 'merge fitted figures geometry' in the Geometry Editor?

    I tried to copy this by using a sphere, but I always got an error : This action requires a selected TriAx figure in the scene, with geometry and one or more followers.  Already saved 2 pieces to obj then imported back, and converted props to figure (by choosing TriAx Weight Mapping and Inherit Skeleton of Parent).

    By the way, can this method to weld any kind props, ie. a box and a cone?

    And for paper cutting, seems like you even didn't convert it to figure? How to cut it as you did?

    Post edited by function on
  • crosswindcrosswind Posts: 6,926
    edited May 2023

    function said:

    crosswind said:

    James said:

    I don't see any option to cut in geometry editor, though

     T steps of  'cut'...

    Hi @crosswind , could you please give a tutorial on how to 'weld' those 2 parts as shown in you pictures? Is the weld function 'merge fitted figures geometry' in the Geometry Editor?

    I tried to copy this by using a sphere, but I always got an error : This action requires a selected TriAx figure in the scene, with geometry and one or more followers.  Already saved 2 pieces to obj then imported back, and converted props to figure (by choosing TriAx Weight Mapping and Inherit Skeleton of Parent).

    By the way, can this method to weld any kind props, ie. a box and a cone?

    And for paper cutting, seems like you even didn't convert it to figure? How to cut it as you did?

    Pls refer to the screenshots as attached for 'Merge Fitted...' operation. Actually a simple way is to export them as an obj file and import it back, then they'll be 'welded' with right surfaces as well. Such a way can be used for any combination of any primitives you place in the scene.  As for 'cutting a privmitive plane', since there's no 'separate geometry' funtion in DS, I just used 2 same planes and deleted the unused geometry on each of them...then 'weld' them together.

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    Post edited by crosswind on
  • functionfunction Posts: 283

    crosswind said:

    function said:

    crosswind said:

    James said:

    I don't see any option to cut in geometry editor, though

     T steps of  'cut'...

    Hi @crosswind , could you please give a tutorial on how to 'weld' those 2 parts as shown in you pictures? Is the weld function 'merge fitted figures geometry' in the Geometry Editor?

    I tried to copy this by using a sphere, but I always got an error : This action requires a selected TriAx figure in the scene, with geometry and one or more followers.  Already saved 2 pieces to obj then imported back, and converted props to figure (by choosing TriAx Weight Mapping and Inherit Skeleton of Parent).

    By the way, can this method to weld any kind props, ie. a box and a cone?

    And for paper cutting, seems like you even didn't convert it to figure? How to cut it as you did?

    Pls refer to the screenshots as attached for 'Merge Fitted...' operation. Actually a simple way is to export them as an obj file and import it back, then they'll be 'welded' with right surfaces as well. Such a way can be used for any combination of any primitives you place in the scene.  As for 'cutting a privmitive plane', since there's no 'separate geometry' funtion in DS, I just used 2 same planes and deleted the unused geometry on each of them...then 'weld' them together.

    Thank you crosswind, very clever idea, I got it, my mistake is not parent and fit to the prop. Now I can repeat it on some simple primitives.

    Can this merge method replace the rigid method, or Geograft (Geometry Assignment/Set Graft Faces for Attachment) method?

    I tried this on a shoe, which I had used rigid method to attach some metal parts on the shoe, but the rigid method always has a small slip when posing the figure.

    Now the problem is, after weld the metal parts on the shoe, it seems successful, I can Mesh Grab the parts to see it was really merged with the shoe. But when posing, the parts was flying out, totally seperated with the shoe, do you know why?

  • functionfunction Posts: 283

    Thank you crosswind, very clever idea, I got it, my mistake is not parent and fit to the prop. Now I can repeat it on some simple primitives.

    Can this merge method replace the rigid method, or Geograft (Geometry Assignment/Set Graft Faces for Attachment) method?

    I tried this on a shoe, which I had used rigid method to attach some metal parts on the shoe, but the rigid method always has a small slip when posing the figure.

    Now the problem is, after weld the metal parts on the shoe, it seems successful, I can Mesh Grab the parts to see it was really merged with the shoe. But when posing, the parts was flying out, totally seperated with the shoe, do you know why?

    I found a tricky thing, before fit the shoe to a figure, the metal parts are truely welded to the shoe, which can be moved together with the shoe. After fit the shoe to a figure, the shoe can follow the figure to do any pose, but the metal parts stay in the orginal position, no follow up. 

    When move or rotate the whole figure, the metal parts move together with the shoe, when bend the leg, the shoe moves, metal parts don't move.

  • crosswindcrosswind Posts: 6,926
    edited June 2023

    function said:

    Thank you crosswind, very clever idea, I got it, my mistake is not parent and fit to the prop. Now I can repeat it on some simple primitives.

    Can this merge method replace the rigid method, or Geograft (Geometry Assignment/Set Graft Faces for Attachment) method?

    I tried this on a shoe, which I had used rigid method to attach some metal parts on the shoe, but the rigid method always has a small slip when posing the figure.

    Now the problem is, after weld the metal parts on the shoe, it seems successful, I can Mesh Grab the parts to see it was really merged with the shoe. But when posing, the parts was flying out, totally seperated with the shoe, do you know why?

    I found a tricky thing, before fit the shoe to a figure, the metal parts are truely welded to the shoe, which can be moved together with the shoe. After fit the shoe to a figure, the shoe can follow the figure to do any pose, but the metal parts stay in the orginal position, no follow up. 

    When move or rotate the whole figure, the metal parts move together with the shoe, when bend the leg, the shoe moves, metal parts don't move.

    Regarding the rigid follow node and geograft, they're different techniques. Rigid...is just binded with the selected polygon that the node can follow. A geograft is just 'grafted' onto the figure while it is not really 'welded' to the figure's geometry ( you can move it with Mesh Grabber). Well, Merge Fitted... has its unique function and result, so it depends on what you're gonna make...
    As for the 'metal part issue', it's just because the metal part has no weight after it was merged with a pair of rigged shoes. The quickest way is to assign its surface to the corresponding Face Group and fill a Weight to it, like the screenshots attached...

    In most cases, as you mentioned, Rigid Follow Node is not 'that stable' when posing but Merge Fitted... is much better.  We rarely merge an accessory to a character figure while it's a good practice to merge an accessory on a Wearable, like your case.  You decorate the shoes by adding accessories as you wish and merge the geometry, then fill or brush a weight on them...and save the wearable as new figure asset.

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    Post edited by crosswind on
  • functionfunction Posts: 283

    crosswind said:

    function said:

    Thank you crosswind, very clever idea, I got it, my mistake is not parent and fit to the prop. Now I can repeat it on some simple primitives.

    Can this merge method replace the rigid method, or Geograft (Geometry Assignment/Set Graft Faces for Attachment) method?

    I tried this on a shoe, which I had used rigid method to attach some metal parts on the shoe, but the rigid method always has a small slip when posing the figure.

    Now the problem is, after weld the metal parts on the shoe, it seems successful, I can Mesh Grab the parts to see it was really merged with the shoe. But when posing, the parts was flying out, totally seperated with the shoe, do you know why?

    I found a tricky thing, before fit the shoe to a figure, the metal parts are truely welded to the shoe, which can be moved together with the shoe. After fit the shoe to a figure, the shoe can follow the figure to do any pose, but the metal parts stay in the orginal position, no follow up. 

    When move or rotate the whole figure, the metal parts move together with the shoe, when bend the leg, the shoe moves, metal parts don't move.

    Regarding the rigid follow node and geograft, they're different techniques. Rigid...is just binded with the selected polygon that the node can follow. A geograft is just 'grafted' onto the figure while it is not really 'welded' to the figure's geometry ( you can move it with Mesh Grabber). Well, Merge Fitted... has its unique function and result, so it depends on what you're gonna make...
    As for the 'metal part issue', it's just because the metal part has no weight after it was merged with a pair of rigged shoes. The quickest way is to assign its surface to the corresponding Face Group and fill a Weight to it, like the screenshots attached...

    In most cases, as you mentioned, Rigid Follow Node is not 'that stable' when posing but Merge Fitted... is much better.  We rarely merge an accessory to a character figure while it's a good practice to merge an accessory on a Wearable, like your case.  You decorate the shoes by adding accessories as you wish and merge the geometry, then fill or brush a weight on them...and save the wearable as new figure asset.

    Got it, thank you again.

    Weight maps, I tried it, yes, the parts now moving together with the shoe. However, it also has some slip and slight deformed when fit to a figure and has an intense pose (I put parts at shoe's Achilles tendon), looks even worse than the rigid method, guess that is its limitation .

  • crosswindcrosswind Posts: 6,926
    edited June 2023

    Got it, thank you again.

    Weight maps, I tried it, yes, the parts now moving together with the shoe. However, it also has some slip and slight deformed when fit to a figure and has an intense pose (I put parts at shoe's Achilles tendon), looks even worse than the rigid method, guess that is its limitation .

    Okay, if the metal part is placed at or near achilles tendon, just give it a JCM fix for pJCMFootDwn and pJCMFootUp if there's any distortion after posing. Use Node Weight Brush to smooth it or directly use blender or Zbrush to fix it, then save shoes as figure assets.  I would say it's not a limitation, JCMs fixing is a common operation for customizing such an item ...

    Post edited by crosswind on
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