Problems with Transfer Utility

RealSerious3DRealSerious3D Posts: 0
edited December 1969 in DAZ Studio Discussion

I am hoping that someone can help me with an issue I am having with the Transfer Utility in DazStudio 4.5 Pro.

I am making armor and clothing for the Michael 4 model. After a model is complete, I export it out as OBJ, import it into DazStudio, and then use the Transfer Utility to 'connect' the object to the Michael 4 model. The Michael 4 model has been converted to weight mapping (TriAx). In the Transfer Utility I select Michael 4 as the source and the imported model as the target. So far this has worked perfectly for items that need to move with and deform to any pose I apply to the Micheal 4 model.

However, I have created a pair of ancient Greek sandals (the kind with leather straps going up the lower leg. The model comes in perfectly and is positioned where it needs to be. I have one sandal for the left foot and one for the right. But when I use the Transfer Utility (Michael 4 as source and Sandal_Left as target, for example), the sandal MOVES and is slightly deformed. None of the other models have done this. All have stayed in place. If I pose the Michael 4 model, then the sandal moves and deforms with it, but it is still out of place (it deforms from the position where it moved to when I used the Transfer Utility). So far this is the only model that is doing this and I have created several pieces of clothing and armor.

Can anyone point me in the direction to fix this or tell me what I am doing wrong?

Comments

  • Richard HaseltineRichard Haseltine Posts: 19,294
    edited December 1969

    Are you sure Michael 4 was zeroed when you exported your mannequin figure? In the zero pose his feet point down.

  • RealSerious3DRealSerious3D Posts: 0
    edited December 1969

    Yes. Michael 4 was zeroed. And all the other models work fine (breastplate, helmets, tunics, etc). Only the sandals are giving me issues.The Sandal shoots off to the side and the toes get bent up in a very unnatural position.

  • Richard HaseltineRichard Haseltine Posts: 19,294
    edited December 1969

    Could you post before and after pictures please?

  • RealSerious3DRealSerious3D Posts: 0
    edited December 1969

    Here are the images:

    http://www.enupnion.com/uploads/daz1.jpg

    http://www.enupnion.com/uploads/daz2.jpg

    http://www.enupnion.com/uploads/daz3.jpg

    BTW - How do you embed images into a post on this forum?

  • Tramp GraphicsTramp Graphics Posts: 1,723
    edited December 1969

    Here are the images:

    http://www.enupnion.com/uploads/daz1.jpg

    http://www.enupnion.com/uploads/daz2.jpg

    http://www.enupnion.com/uploads/daz3.jpg

    BTW - How do you embed images into a post on this forum?

    You use attachments ti :"embed" images. Just click on the "browse" button select your image from your hard drive, hit OK. If you want to upload multiples, click "preview" after each attachment (up to five attachments or 9999KB per post.)

  • BejaymacBejaymac Posts: 1,023
    edited December 1969

    From the looks of those images you didn't use M4's OBJ to build around, instead you've exported M4 from within DS in his memorized pose, the attached image shows the difference in the legs and feet between the two, on the left is the memorized pose, on the right is what we call the default "T" pose, the one you should be building around.

    Mike.jpg
    438 x 614 - 148K
  • Richard HaseltineRichard Haseltine Posts: 19,294
    edited December 1969

    I'm afraid your Michael 4 is in the default pose, not zeroed: as you can see, the legs are closer together when zeroed and the feet turned down - that's why the shoes aren't fitting. Select M4, then right-click on the Parameters pane's tab and select Zero>Zero Figure Pose before exporting your mannequin.

    M4Zeroed.JPG
    832 x 976 - 83K
  • RealSerious3DRealSerious3D Posts: 0
    edited December 1969

    Thanks. I will do that and let you know how it works out. I appreciate the time you all have taken to respond.

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