Well, you need groups or (for TriAx rigging) to assign bones in order for DS to know which bits should move - it can’t look at a bare mesh and deduce which bits should be moving parts. If you make each part a separate item in Hexagon those should load as groups in DS. Now, if you don’t want anything to bend it would be simplest not to use TriAx at all - use the legacy Parametric mode instead (option at top of pane) and when you’ve created your figure select all the bones, go to the Parameters pane and turn off the Bend button. Then you just need to adjust the end points and you are done.
I mistook when export obj because I used hexagon bridge or weled option.
by your advice, Now I can send a obj (which has some parts and grouped one in hexagon) with assignments face grooup by parts name of obj to d|s4 pro . then used figure set up tool with Parametric option. and test movements.
but it is something different what I hope, I want to just connect them by rig.
(it is as if parented objects, but when I translate the parts of children node,
other node can move with, and I want to save them as one prop,,(of figure))
and I can not understand how to adjust rig,,
( old joint editor ? appear. I change tool, then buck joint editor, it turend rig system which I used to about triax figure,,
sometimes change, sometimes not,,)
so I test with more simple case.
1. I made cube, cylinder(joint parts), sphere, in hexagon. then named them, “cube” , “joint”, “sphere”
2. I grouped them as one name “3obj” . then export as wavefront object , then import the file in d|s 4 pro (4,0,3 64bit)
3 now the “3obj” (one object) face groups are assigned by their parts name in hexagon.(cube, joint, sphere)
4 Figure setup tool, with Parametric(legasy) option, I load geometry, then parented 3rigs and change XYZ order.
5 click create (checkrig1.jpg)
6 I adjust rig point, then check move(rotation), I hope rotate each “face parts” 3-ways.and connect them by rig.
if I rotate (twist) the cube bone (parets bone), I hope 3 parts rotate, ,, not hope parts of cube surface twist .
where I missed? I try to adjust rig, but I can not rotate whole cube,, .just twist parts of cube.
and is there any document about how to rig with Parametric(legasy) option?
I can not understand what they means,,.(green and red crossed square,,etc)
Remember to select all of the bones after you create your figure and turn the Bend property off. Then each will move as a unit without deforming, and you will not need to adjust anything other than the centre and end points. The old style rigging did assign weights to joints, that’s needed for bending, but it did so not vertex by vertex but by the position of the points in relation to angled planes and, optionally, a pair of spheres - you are seeing variations because you haven’t turned bending off.
Thanks, I finally found “bend” misc category option in parameter tab
I had mistaken, your “bend” menas. so I rocked every rotation (bend, twist, side-side)
then,, it something wrong, if I could not tell you what I want,, then unrock again,,
But Now I can understand. I get all what I wanted to know (exporting group, and rig prop without weight map)
thanks much Richard.
then to save it as figure or prop, I need to change it as traiax figure finally. do not need I?
and if I keep bend setting, I should modifier assets ?
Try exporting as a CR2. However, aside from the scaling issue you will have with that I think the problem is the two-part group names - “Group2 rig” etc. - as in an OBJ file those are seen as name separators. Open your original OBJ in a text editor and search for “Group2”, deleting every instance (or just replacing with nothing) and I think that will work better. That looks like a bug to me - it really shouldn’t be keeping both names as group names when rigging.
Thank you Richard, I hope this is last question about making rigged simple figure (no bend)
I understand about group name , so change them by editor.
Now I can save the figure (named “rigtest”) as daz scene file.
and I thought to save “rigtest” as cr2 (actually I tried )
But, the scale setting is difficult.
to make this figure, I imported “rigtest.obj” with scale for daz. (whch is exported as 10times scale from hexagon as to use daz studio)
it seems correct scale to wrok in daz studio, then use the geometry, rig and make the prop as you said.
I keep , 1:10 everytime, for Hexagon and d|s obj. scale setting.
I just use “rigtest” on daz studio not poser.
when I exprot it as cr2 file, and load it in daz studio, the prop show with so large scale geometry.
once it killed my graphic card.
I checked cr2 exporter option, but I can not find how to change scale like obj.export improt, or morh loader.
so how to save (export) the “rigtest” as cr2 with relevant scale for d|s4 ?
I do not understand clearly about cr2 file, but it seems need geometry(.obj) with cr2.
then, I should change the scale “rigtest.obj” ‘(which used for making the simple figure)
and save it as same name, under runtime/geometry/ direcotry?
I hope (this is not complain), would be able to use more simple rig system for no bending figure
without trx weight (which can be saved as dsf , duf) next version d|s
now I correct scale.
after I export the no weight figre as cr.2 , then export .obj file again with poser scale, then over write geometry for cr2.
However afterwards the figure saved as cr2 can not move sameway as I rigged and checked before export.
if I rotate child node, it moves other parents node too.
So I checked the face group assigend by poligon Groue editor,
face group has gone away..
The export options look right, but if the groups aren’t in the original imported OBJ for some reason that won’t help. Try exporting the geometry of the figure, which you know should be correctly grouped, rather than of an imported obj and see if that works.
I just exported an OBJ from a figure loaded from CR2, then imported it into Figure Setup and the groups were still present. So I think the problem must be coming from the figure, not the exporter. You have a hand-edited OBJ with just the correct group names, don’t you? Try copying your figure, from the .daz scene file, into Figure Setup (Copy From Select Figure in the option menu), then import your correctly grouped OBJ, and drag it onto the hierarchy - that should replace the problematic group names. Create that figure, and see if it will export and save correctly (ignoring the fact that the scale will still be wrong and will need correcting).