Rigging with Transfer Utility - FiberMesh

Okay a couple issues. I made FiberMesh hair/fur with both "Garibaldi Express Hair System"(.obj) and "ZBrush"(.obj)

1. How in the world can I get the transfer utility to get morphs from the Head? It never gets morphs for the ears and so on.

2. How can I get the mesh to stop raising way above the head and/or the G1/G2/G3 area?

It's something even after watching many Tutorials I still can't seem to get right. Maybe I am missing something?

 

If nobody knows from just the people who see this post here I guess I will have to try to contact: Mec4D, Matari3D and/or Laticis Imagery and see if they aren't too busy lol

I wanted to to make a full upper head FiberMesh hair that will follow the jaw and so on.

 

Thanks in advance~!

 

obj fur-hair test v016.jpg
853 x 480 - 239K

Comments

  • SickleYieldSickleYield Posts: 7,649

    I apologize if you did this, but it looks to me as though you need to both create your meshes and then transfer against the base figure, not your morph.

  • Viper016Viper016 Posts: 159

    I apologize if you did this, but it looks to me as though you need to both create your meshes and then transfer against the base figure, not your morph.

    So start a new project on a base figure? Okay, I will try that.

  • JackFosterJackFoster Posts: 143
    edited August 2016

    When using the Transfer Utility, you can use Reverse Source Shape From Target if you make the hair on a morphed figure. There's no need to remake it. Just make sure to set the Source to use Item Shape: Current instead of Base. Also, once the figure is rigged in this way, you can use the orignal .obj file as a morph so that the hair returns to the exact shape it was when you originally made it. When making the morph, make sure to turn on Reverse Deformations.

     

    Post edited by JackFoster on
  • MEC4DMEC4D Posts: 5,249

    As JackFoster said . Also when you make it for your character make sure the scale is set to 100% of the character figure  , any scales other than 100% will make more troubles , check also the Reverse Deformation . If you import the OBJ manually to DS from Zbrush  set the import geometry profile to Lightwave if you create fiber based geometry in Zbrush . There are always issues with ears and fibers after rigging, you need to clean the weight mapped area and remove the ears part or select everything and apply the group to head only to avoid ear problems . Good luck

    When using the Transfer Utility, you can use Reverse Source Shape From Target if you make the hair on a morphed figure. There's no need to remake it. Just make sure to set the Source to use Item Shape: Current instead of Base. Also, once the figure is rigged in this way, you can use the orignal .obj file as a morph so that the hair returns to the exact shape it was when you originally made it. When making the morph, make sure to turn on Reverse Deformations.

     

     

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,418

    Also use near vertices the closest lowest slider value to avoid stretching.

    you can click the sub menu add morphs option too and add favourites (adding the whole lot not adviseable), I have facial ones in that for beards. 

  • THANK YOU EVERYONE~!

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