Imported OBJ parts are combined. How to separate.
Ihatzi_1986541
Posts: 8
I created an object in blender (a cabinet) where the doors are seperate from the main body. When I export to OBJ, then import into DAZ Studio, the doors are now combined with the body. If I import the same OBJ back to blender, the door stays seperate. How do I import into DS and seperate the doors from the body of the cabinet so I can pose them in the open position if wanted?
Thanks
Comments
The doors are still a seperate polygon group once you import to DS, you can check by changing to the Geometry Editor tool and bring up the tool settings pallette.
You will need to rig it though to control them even if in a seperate polygon group. Some resource links below.
Have a look at a few pages here:
INTRO TO RIGGING
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/basic_rigging_preparation/start
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/adding_bones_for_rigging/start
RIGGING A DOOR
http://www.daz3d.com/forums/discussion/13048/how-do-i-rig-a-door-to-open-and-close
PAID RIGGING RESOURCES
http://www.daz3d.com/rigging-original-figures-in-ds4-pro
http://www.daz3d.com/advanced-rigging-in-daz-studio-4-pro
http://www.daz3d.com/daz-studio-rigging-made-easy
If you own Hexagon import it into that then send to DAZ studio via the bridge,
otherwise just export your bits from Blender separately
..And if you don't want to go through the rigging process, you will have to export the parts seperately via obj. FBX can export seperate parts in one file if your modeller has the ability to use that format.
First, put your geometry in your subfolders under Runtime > Geometries.
Don't start by importing them into D/S. Open the Figure/Skeleton set up tab and import the geometry to that. Opening the tiny drop down arrow should show you all the "groups" you made that would become "bones". Slide the geometry over to the Figure part of that same window tab so it is all given bones. Check that the "type" is for "legacy". Then click the "create" button.
Now in the loading dock you should see your furniture piece with movable pieces. Give it some quick colour from the Surface Tabs; then select the "root" [main name of it] on the scene tab and File > Export > .cr2 file TO your folder in under Runtime > libraries > Character etc.
n.b. you can change the direction of the bones via the Skeleton Tab and keep creating new files until all the bones are as you want them. Just go for direction this way. Do NOT "weld" bones in furniture.
After the last creation in which the bones are going in the right directions; then the Joint Editor can be used to fine tune which bone may or not twist etc.
Once the Joint Editor comes into play; repeated saves are made by Exporting out the new .cr2 file [Poser 9+] either to new names or overwrite.
It is not adviseable to save scenes with unfinished work in them. Can make for a horrendous clean up of files task.