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Bot for Genesis problems
Posted: 16 May 2013 02:07 PM   [ Ignore ]   [ # 61 ]
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Nice that they’ve added a feature to invert the normal direction.  This indirectly solves my feature request for an option to invert the normals when creating non-planar primitives in Studio.  But does 4.6 also now show you which direction the normal is pointing in?  (I likely won’t get to try installing 4.6 until the weekend.)  In this case, you know the hole material is inverted, but say only a few of the faces were bad.  There needs to be an easy way to tell which way they are facing so you can select just the bad ones.

Also, is this really changing the face normal?  Or flipping the vertex normals that make up the face?

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Posted: 16 May 2013 02:25 PM   [ Ignore ]   [ # 62 ]
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cwichura - 16 May 2013 02:07 PM

Nice that they’ve added a feature to invert the normal direction.  This indirectly solves my feature request for an option to invert the normals when creating non-planar primitives in Studio.  But does 4.6 also now show you which direction the normal is pointing in?  (I likely won’t get to try installing 4.6 until the weekend.)  In this case, you know the hole material is inverted, but say only a few of the faces were bad.  There needs to be an easy way to tell which way they are facing so you can select just the bad ones.

Also, is this really changing the face normal?  Or flipping the vertex normals that make up the face?

Changes the face normal I believe, but you are so right that we need to see which way the normal is pointing. Usually it is like a little rod sticking out of the center of the poly face, but I don’t think they have a way to show that yet.

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Posted: 16 May 2013 02:40 PM   [ Ignore ]   [ # 63 ]
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Well, I just submitted a feature request to add normals display modes: https://bugs.daz3d.com/view.php?id=50362

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Posted: 16 May 2013 02:43 PM   [ Ignore ]   [ # 64 ]
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Very good! Thanks for doing that.

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Posted: 16 May 2013 05:24 PM   [ Ignore ]   [ # 65 ]
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Parris - 16 May 2013 01:53 PM

It has to do with the new options for SubD, I believe. The normals of the inside end caps of my mechanical elbows point inwards (by mistake) and the new DS doesn’t like that. I’m finishing up an update to Bot Genesis this week and the fix is included in that update. If you don’t want to wait for the update, read on…

The developers of DS are aware of this issue, so I don’t think you need to file a ticket. DS 4.6 Pro now has a feature to deal with models that may have their poly normals pointing inward called Reverse Winding Order:

Select the figure or model that you want to fix. Activate the Polygon Group Editor Tool and use one of many selction methods to select the polys that you want to effect. In the case of my elbow caps, you will want to hide Genesis (click eye to the left of Genesis in the Scene tab) so you can more easily see the bot elbow parts. Next select the elbow figure in the Scene tab, then right click in the viewport and select Polygon Selection > Select > Surfaces > hole. Now the problem polys should all be selected. Now right click in the viewport again and navigate to Polygon Editing > Reverse Winding Order to apply the fix. No idea why they call it that; 3D Modelers are more familiar with the term “Reverse Normals” as it is called in most 3D apps I know of.

Ok, thanks for the tip. LOL

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Posted: 16 May 2013 09:36 PM   [ Ignore ]   [ # 66 ]
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I working on an Animation using Bot for Genesis but since i upgraded to Daz 4.6
None of my bot animations BHV files work properly now?
Heres what i’ve managed to do before i upgraded

http://www.youtube.com/watch?v=_-3UWwBjK80

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Posted: 17 May 2013 09:25 AM   [ Ignore ]   [ # 67 ]
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I am encountering a really odd issue with the bot for genesis

the arms in the view port look it looks like it has a bizarre error but renders correctly

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Posted: 17 May 2013 09:32 AM   [ Ignore ]   [ # 68 ]
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Read the previous page.

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Posted: 17 May 2013 09:44 AM   [ Ignore ]   [ # 69 ]
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Sweet thank you, I shall wait for the update.

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Posted: 17 May 2013 01:59 PM   [ Ignore ]   [ # 70 ]
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For some (stupid) reason the devs made the new Catmark SubD as the default SubD, so try changing the Sub Division Algorithm back to the Catmull-Clark (Legacy), which is what we’ve been using all these years.

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Posted: 17 May 2013 02:50 PM   [ Ignore ]   [ # 71 ]
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Bejaymac - 17 May 2013 01:59 PM

For some (stupid) reason the devs made the new Catmark SubD as the default SubD, so try changing the Sub Division Algorithm back to the Catmull-Clark (Legacy), which is what we’ve been using all these years.

I believe I tried that and got the same result.

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Posted: 17 May 2013 03:34 PM   [ Ignore ]   [ # 72 ]
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I just tried it, and setting it back to CCLegacy worked for me.  Have to set it on Genesis itself, though, since the geografts inherit the SubD settings from the figure they are grafted to.

Still, hopefully it won’t be long before the update for Bot is available.

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Posted: 17 May 2013 04:06 PM   [ Ignore ]   [ # 73 ]
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Yes, hopefully soon. I just uploaded the update to QA today, so it shouldn’t be too long. However, if anyone wants to try to apply the full blown fix the way I did, I’ve updated my instructions on page 4 to include how to save out the changes.

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Posted: 17 May 2013 05:30 PM   [ Ignore ]   [ # 74 ]
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Parris - 16 May 2013 01:53 PM
zilvergrafix - 05 May 2013 06:39 PM
Male-M3dia - 05 May 2013 04:10 PM

Yeah, but I think it still renders OK. I would put a ticket in though.

you’re right, it renders ok, the issue is only on viewport.

It has to do with the new options for SubD, I believe. The normals of the inside end caps of my mechanical elbows point inwards (by mistake) and the new DS doesn’t like that. I’m finishing up an update to Bot Genesis this week and the fix is included in that update. If you don’t want to wait for the update, read on…

The developers of DS are aware of this issue, so I don’t think you need to file a ticket. DS 4.6 Pro now has a feature to deal with models that may have their poly normals pointing inward called Reverse Winding Order:

Select the figure or model that you want to fix. Activate the Polygon Group Editor Tool and use one of many selection methods to select the polys that you want to effect. In the case of my elbow caps, you will want to hide Genesis (click eye to the left of Genesis in the Scene tab) so you can more easily see the bot elbow parts. Next select the elbow figure in the Scene tab, then right click in the viewport and select Polygon Selection > Select > Surfaces > hole. Now the problem polys should all be selected. Now right click in the viewport again and navigate to Polygon Editing > Reverse Winding Order to apply the fix. No idea why they call it that; 3D Modelers are more familiar with the term “Reverse Normals” as it is called in most 3D apps I know of.

Ok, now you have the elbow figures fixed so then what? If you want to have them load correctly in the future (before my update comes out), then the best thing might be to save each figure out as an asset. Then you can delete the asset DUF and thumbnail but my original wearables will now load correctly. It’s a bit more tricky but here’s how to do all that (follow at your own risk) for the right elbow:

With the right elbow figure still selected in the Scene tab, choose File > Save As > Support Asset > Figure/Prop Assets… and in the Filtered Save dialog, navigate to where the product’s wearables are. Paths may vary slightly but on my PC this would be: C:\Users\YourUsername\My Documents\DAZ 3D\Studio\My Library\People\Genesis\Clothing\Bot Genesis. Name the file something like rElbow_Asset.duf and hit Save. Now you get the Figure/Prop Assets save Options dialog. Asset Directory should be the one ending with My Library; Vendor Name:Parris, Product Name: Bot Genesis, Item Name: Bot Right Forearm. You should be able to leave other settings in this dialog as is. So if that all looks correct then hit Accept. What this will do is save out a new asset but also update the corresponding DSF (where the geometry info gets written) in the data folder. The DSF file that should get updated when you save in this case would be C:\Users\YourUsername\My Documents\DAZ 3D\Studio\My Library\data\Parris\Bot Genesis\Bot Right Forearm\Bot_Gen_rElbow.dsf. So after saving, you can delete rElbow_Asset.duf and rElbow_Asset.duf.png from the folder and just load the original wearable. for the left elbow do the same but take care to name the file you save as lElbow_Asset.duf and use Bot Left Forearm for the Item Name (case and spacing matters).

But hey, if all that seems a little scary or too much of a pain, Just wait for the update. I uploaded it to QA today, so hopefully it will be available soon.

Thank you very much for this. It works!!! Since I don’t have the time to fix everything, I appreciate the upcoming update.

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Posted: 21 May 2013 09:12 AM   [ Ignore ]   [ # 75 ]
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Same here, thank you very much for doing the update. I love this thing and can’t wait to get back to using it.

This is the last render I did with it.

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