Quick Geografting Question
Hey guys,
So recently I decided to replace G8F's feet with the same feet but at a higher resoultion for more accurate sculpting. I did not create new bones for the geograft rather it is following G8F's bones and weight map. This way all the base morphs and bought morphs I have work. This works perfectly.....
My problem comes in when I start to create custom morphs. Idealy, I would like to simply morph the geograft I made, however due to it not having unique bones, G8F's bones do not follow the morph I create for the geograft. This forces me to have to morph G8F which unfortunately defeats the purpose of what I am trying to accomplish because I would be scuplting the lower poly counts of the base mesh. Also, if I do morph the base mesh, once that morph is apply, the geograft deforms funny due to it having a denser poly count, would be my guess.
Am I missing a technique to be able to make this work? I would really like to be able to have this geograft just follow G8F's rigging and make use of the feet / leg morphs while also being able to morph that geograft freely.
Thank you guys in advance for any assistance!
Comments
If you just sculpt and import a pure morph on the graft with no change of relevant joints' positions, the bones won't follow the morph dial. If you change, for instance, scales of toes or metatarsals, and ERC Freeze on the morph, the bones will follow.
Only after Adjusting Rigging to Shape.
Though I am not following the basic issue here.
All good, Richard. Thank you for the response. This is basically what I decided to do was just get everything on the base G8F in place and then use Shape Rigger to line everything up. Figured even at the lower density it could still get things in the rough position I would need and I can do the smaller details once the geograft is applied.
I guess the best way to describe the question was how to realign G8's bones to a morphed Geograft without having to manually reposition them. SInce that geograph just follows G8's rigging and if you do Shaper Rigger or Adjust Rigging, it follows the hidden part of the G8 instead of the geograft.
I have a hard time putting thoughts into words sometimes :(. I can be big dumb here and there lol.
Thank you again!
Rigger Plus won't work on a graft on which there's no custom bone. You either create unique bone(s) or manually Adjust Rigging and ERC Freeze. As for Adjust Rigging, you also need to carefully select the bone(s) relate to the morph otherwise you'll get unexpected result.
It's all good now as far as rigging being where it should I think and I thank you guys for the replies. Definitely some useful info here.
My problem now stems from Transfer Utility. I cannot for the life of me figure out why it is distorting only a certain part of the mesh I am working with. I thought it was a weight paint issue or bone mis alignment but that didn't solve it and no matter the settings I use in Transfer Utility, I get the same result or worst.
After transfer the shape is fine - https://i.imgur.com/SQM590Q.jpg
Everything moves fine but move the toes and all hell breaks lose - https://i.imgur.com/QBPwqHm.jpg
Same thing still happening with a default foot. Weighpaint still doesn't help it.
https://imgur.com/GArA9F2
Yeah that's it, I figured it may of had something to do with them touching but didn't want it to be as I had already scupted this way lol.
So if I spread the toes then send it over to zbrush do my quick delete and just leave the feet, send it back, make sure the spread toes morph is in the favorites, and run the transfer utility selecting morph favorites, the problem has seemed to go away.
This at least seems like a method to use.
If I still have any issues I may do a wearable that's non conforming as the body shape is already done no more need to work on it and then rig the foot wearable like you suggested.
The idea here was to make the feet work with G8's rigging so I can use the basic morphs like to bending, spreading, curling, etc..
We'll see how this goes.
Thank you guys for the help.
Hmm... mesh seems welded. If making paws like that, a better way may be direct sculpting on the base figure other than using geo-graft. Some PAs like Oso3D, RawArt, are pretty good at making these... depending on the various types of characters. For instance, Reynard, FelineFolk, Lizardian were just made on the base figure with sculpting, while Minotaurs were made with geo-grafts (hooves) + unique bones for rigging. There're lots of things could be learnt from their products...
Indeed and thank you. The problem with most of the vendor stuff is that they aren't using Geo's, they just shape Genesis's feet. The only exception is the Foxy / Wolfy items that are sold on the story. These are geograft feet but they are more a human foot and the toes are not rigged with genesis.
My goal is to increase the LOD of the foot a bit to get better paw pad and toe pad details, as well as general shaping of the toes themselves.
I thought I had my issues solved but the test was an imperfect test and when I tried it on my morphed character, same result. It has something to do with the full body morph that I had saved. My solution now that is 100% working is I use a paws morph that I purchased from a vendor and then apply my canine head only morph I made. Then I've sculpted my hi res geo from that morph. For whatever reason, this morph from the vendor works perfectly, exactly as it's supposed to. Transfer utility doesn't weld anything and all of the weightmaps are exactly as they should be.
I don't get it to be honest what is so different but I have a workflow path forward at least.
Thank you again.
Indeed and thank you. The problem with most of the vendor stuff is that they aren't using Geo's, they just shape Genesis's feet. The only exception is the Foxy / Wolfy items that are sold on the story. These are geograft feet but they are more a human foot and the toes are not rigged with genesis.
My goal is to increase the LOD of the foot a bit to get better paw pad and toe pad details, as well as general shaping of the toes themselves.
I thought I had my issues solved but the test was an imperfect test and when I tried it on my morphed character, same result. It has something to do with the full body morph that I had saved. My solution now that is 100% working is I use a paws morph that I purchased from a vendor and then apply my canine head only morph I made. Then I've sculpted my hi res geo from that paw morph. For whatever reason, this morph from the vendor works perfectly, exactly as it's supposed to. Transfer utility doesn't weld anything and all of the weightmaps are exactly as they should be.
I don't get it to be honest what is so different but I have a workflow path forward at least.
Me Earlier
Me now
Thank you all again for the help.