Problem with D-Formers and J-Suit for V4
mtl1
Posts: 1,507
Hello all,
I'm having a small issue working with D-Formers and the J-Suit product for V4.
I'm trying to use D-Formers to create some custom open-front suit morphs. After converting the J-Suit to Tri-Ax weight-mapping, I placed some D-Formers onto the product and tried to move/rotate the front of the suit. However, some parts of the suit seem to be "pinned" in place, and will not move or rotate.
I've checked the weight-maps and there doesn't seem to be anything that indicates that parts of the suit are fixed in position. However, I do recall that there's something called "magnets" with V4 products. What are magnets used for? Would this be something I would need to check for?
Thanks!
Comments
Magnets are the poser-equivalent of DForms, V4 has some magnets thata re controlled by the joints to adjust the mesh when posed. Are the "pinned" areas on the boundaries between bones?
No, it's strangely in the middle, at the zipper/opening of the suit. They're only moveable with the dialed morphs, but not with D-Formers for some reason.
I'll post some screenshots once I get home.
Now I feel kind of dumb, because I solved the issue: the problem was that, because I was attempting an "open" morph, everything that was in the yellow region of the D-Former wasn't moving uniformly, giving the illusion of a pinned part. Re-aligning the D-Former solved the issue.
However, there's another question that I've been meaning to ask for a while now: are there different shapes for D-formers? Or at least a "linear" D-former with constant influence (ie. all red)?
Not using the DForm field, but if you instead switch to using a weight map you can get close (though the weights are then tied to the specific vertices, there's nothing to slide around and scale to adjust the effect over a broad area as there is with the field). You are the second person recently to ask - all I can suggest is making a feature request by openeing a Technical Support ticket.
Yeah, I'll definitely do that :) I mean, I could port over to another piece of software, but I'd prefer to stick to Daz Studio for this type of work...