Plasticity: Size reference problem
James
Posts: 1,042
https://prnt.sc/tTZdsidWGwri
I want to use genesis figure as reference size in Plasticity, but when imported it's very gigantisch. Although the thing I want to create is already in meter.
Does anyone know how to import the figure correctly to plasticity?
Comments
Have you tried exporting Genesis figure from DS with 1% ?
Okay, mmm but is 1% the correct scaling for plasticity?
How tall is g8f actually?
According to the G8 starter essentials page, she's 5'11" / 179.8 cm.
Ok, that helps
Thank you all
If you want to find out the right scale for export, I would suggest creating a primitive cube with 1-meter sides and export that, then check what size it ends up at in your target app.
Or try to find the native/default unit used by the application
Right, DS uses centimeters so if your target app uses meters for example exporting at 1% scale should be right.
Yup ~ cm to m, like in Blender. Height of G8F standard T-Pose with Mesure Metrics: 179.95 cm
Well, mmm 1% somehow is not correct for plasticity. It comes shorter than 179.95cm.
But I can just scale it to 179.95cm in plasticity.
If you are going from DS to Plasticity and back to DS try to avoid any scaling as that will potentially be baked into your mesh when you go back (assuming you use matching import/export settings in bot applications). Does Plasticity have an option to set world scale or the like? That will tell you what its base unit it and you can immediately get the scaling to use from that.
My trial period has ended with Plasticity... but it should be similar to Blender. The height data in Blender is also not the 100% same as DS...
But I wonder if you want to tweak G8F in Plasticity and then Morph Loader back to DS ? If so, never adjust scale there as Richard mentioned otherwise it'll be wrong when send it back to DS...
I'm just using the G8F as size reference to make a bed.
Plasticity is more for a hard surface modeling.
Anyway plasticity has a bridge to Blender which is very easy to transfer a 3d model very fast.
But when I export it from blender as obj to DAZ, it looks mess up.
https://prnt.sc/A6DfMQiQ7q9c
why is this happening?
it supposes to look like this:
https://prnt.sc/5qSE74CFmsjl
It looks like there are overlapping faces.
And are the normals facing the right way?
Yep, all normals are facing the right way.
In blender no overlapping faces.
Exporting obj from plasticity also result the same thing.
And no n-gons?
After you mentioned about ngon, plasticity can export the model in tris, quads, and ngon.
So the model export in n-gon seems to create the problem.
But, exporting in any of them still results another problem.
As you can see in the image below, the position of the drawers and stairs, they get mirrored... somehow.
The stairs are supposed to be on the left side.
https://prnt.sc/QFdUU12r4N0V
Are you exporting/ importing in the right orientation?
What is the orientation in Plasticity?
Anyway you can change it by changing the import orientation in DS, or reexport from Plasticity with the relevant axis mirrored.
In plasticity
Z is up.
Y is back
X is right
in plasticity no option to change orientation when exporting.
Oh yea, changing the orientation when importing the obj to daz fix the problem.
So Plasticity uses same orientation as blender.
But good you got it fixed.