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Push modifiers and favorite parameters?
Posted: 23 September 2012 03:35 PM   [ Ignore ]
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Can someone explain what push modifiers are? I kinda wish someone could at least mention what new features are for when they’re added.  wink

Also, is there no longer any way to save certain parameters as Favorites? I really used to like having commonly-used dials like Eyes-UpDown and the head bending morphs easy to find (especially with Genesis and its gazillion morphs spread all over creation).

Thanks in advance.


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Posted: 23 September 2012 03:40 PM   [ Ignore ]   [ # 1 ]
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The push modifier moves the mesh in or out a bit, like an overall displacement. If you want to use one of the body hair or second skin overlays, instead of loading a full second copy of the figure you can create a geometry shell, apply a push modifier with a low value, and apply the overlay to that getting the same result with lower overheads. You could also use a push modifier as a poke-through fixer.

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Posted: 23 September 2012 03:48 PM   [ Ignore ]   [ # 2 ]
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Ah, thanks. I thought that sort of adjustment was only for geometry shells.

Do you also happen to know why some Genesis clothing fits fine when it’s first applied but when the saved scene is reopened later, it doesn’t fit properly? Do we have to apply smoothing modifiers to any clothing that does that?

Thanks again.

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Posted: 23 September 2012 04:04 PM   [ Ignore ]   [ # 3 ]
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> you can create a geometry shell, apply a push modifier with a low value, and apply the overlay to that getting the same result with lower overheads

Please, can you explain the menu’s voices to do these passages?

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Posted: 23 September 2012 04:15 PM   [ Ignore ]   [ # 4 ]
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MCMXC - 23 September 2012 04:04 PM

> you can create a geometry shell, apply a push modifier with a low value, and apply the overlay to that getting the same result with lower overheads

Please, can you explain the menu’s voices to do these passages?

Does anyone know a step by step tutorial for doing this? Something simple so my brain doesn’t melt out of my ears…

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Posted: 23 September 2012 04:48 PM   [ Ignore ]   [ # 5 ]
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Pendraia - 23 September 2012 04:15 PM
MCMXC - 23 September 2012 04:04 PM

> you can create a geometry shell, apply a push modifier with a low value, and apply the overlay to that getting the same result with lower overheads

Please, can you explain the menu’s voices to do these passages?

Does anyone know a step by step tutorial for doing this? Something simple so my brain doesn’t melt out of my ears…

There are probably keyboard shortcuts, but ...

a) Select the figure/prop in scene tab/viewport.
b) Create> New Geometry Shell (should be at, or toward bottom of menu)
c) Accept the default options in the dialog box (Parent to selected item), but consider giving it a useful name
You will now have a shell displaced by 0.1 cm.
In the Posing tab, under Parameters, with the shell selected, you will have a Mesh Offset item, which will adjust the displacement/offset of the shell from the host figure/prop.
You will also have the Shell entry under Parameters, which expands to Visibilty, and then to Surfaces and Face Groups.  You can control, with a simple on/off click what parts of the shell are visible, based on either the underlying figures material zones or by names of the bones that make up the figure.

The shell inherits the UV map of the original figure so you can ‘paint’ the shell with all the usual MAT poses or shaders.

You can apply a Push Modifier to things too.  Do this by selecting the item and using the ‘conetext menu’ (the little box at the top right of the tab, with 4 horizontal lines and a small right-pointing arrow) and selecting Edit> Apply Push Modify.
This will add the ‘Mesh Offset’ parameter, allowing you to ‘push’ or displace the given item as desired.
You can undo the effect with Edit> Remove Push Modifier if you so wish.

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Posted: 23 September 2012 04:52 PM   [ Ignore ]   [ # 6 ]
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SimonJM - 23 September 2012 04:48 PM
Pendraia - 23 September 2012 04:15 PM
MCMXC - 23 September 2012 04:04 PM

> you can create a geometry shell, apply a push modifier with a low value, and apply the overlay to that getting the same result with lower overheads

Please, can you explain the menu’s voices to do these passages?

Does anyone know a step by step tutorial for doing this? Something simple so my brain doesn’t melt out of my ears…

There are probably keyboard shortcuts, but ...

a) Select the figure/prop in scene tab/viewport.
b) Create> New Geometry Shell (should be at, or toward bottom of menu)
c) Accept the default options in the dialog box (Parent to selected item), but consider giving it a useful name
You will now have a shell displaced by 0.1 cm.
In the Posing tab, under Parameters, with the shell selected, you will have a Mesh Offset item, which will adjust the displacement/offset of the shell from the host figure/prop.
You will also have the Shell entry under Parameters, which expands to Visibilty, and then to Surfaces and Face Groups.  You can control, with a simple on/off click what parts of the shell are visible, based on either the underlying figures material zones or by names of the bones that make up the figure.

The shell inherits the UV map of the original figure so you can ‘paint’ the shell with all the usual MAT poses or shaders.

You can apply a Push Modifier to things too.  Do this by selecting the item and using the ‘conetext menu’ (the little box at the top right of the tab, with 4 horizontal lines and a small right-pointing arrow) and selecting Edit> Apply Push Modify.
This will add the ‘Mesh Offset’ parameter, allowing you to ‘push’ or displace the given item as desired.
You can undo the effect with Edit> Remove Push Modifier if you so wish.

Thanks for that, you explained it beautifully!

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