rigging & transfert utility
Cyprine
Posts: 29
hi !
I made an obj by fusing a genesis 2 & a geograft. since its not the same polycount, i cant morph load it.
i want to tranfert the rig & weight maps from g2 to my obj, so i use the transfer utility:
Image removed
just to make sure i adjusted the skeleton to shape. the experiment goes well on most poses:
Image removed
but a not all (below is in fact a walk animation from creator stimuli)
what did i miss ?
i've tried different transfer setting, same problem.
i did NOT erc freeze (as i would for a morph) for the simple reason that i dont know which property i should freeze.
help !
Post edited by Richard Haseltine on
Comments
I'm not sure why you are doing this - it's a lot of work to make more work in the future. Adjust Rigging to Shape makes no sense - that adjust the boens in a morphed shape so that they have the same relationship to the morphs as the base rigging (which must have been memorised) does to the base shape, with no moprh applied nothing will happen. As for the feet, it appears that the foot bone is being translated.
Do you have a reason to fuse the geo-graft to the figure? Normally I try to keep them separate so my content can update as I add more morphs and such.
If you do need to fuse them together, though, there is a better way. Load Genesis 2 and the geo-graft, then select the Geometry Editor tool. Right-click in the viewport and you will get a menu like the one in the attached image. Go to Geometry Editing > Merge Fitted Figure(s) Geometry. This will combine them together and preserve morphs and such.
my thanks Josh !
the idea behind this fusion is exporting the figure to unreal engine 4. For one thing, daz fbx exporter doesnt play well with ue4 import - its a known issue (at least in ue4 forums) and there is a work around. Then the geograft was also causing trouble once in ue4.
going to play with merging the geometries, ty again !