Manipulating OBJ objects

Hello all. I bought a hamster cage from Content Paradise. It came in obj format and in the description it said that the door to the cage was able to be opened and closed. However, I have no idea how to pull that off. With an OBJ file, all I'm able to see is just the object itself in the scene tab.. I'm not able to click into subsections like I can with objects of other formats (ie. pp2). Is there a way I could get the door to swing in Daz3D? Thanks!

Comments

  • Are you sure it isn't in Poser format, with a \Runtime\Libraries\Character\Some folder holding a CR2 file?

  • 404nicg404nicg Posts: 270

    Are you sure it isn't in Poser format, with a \Runtime\Libraries\Character\Some folder holding a CR2 file?

    Yeah it came zipped in just one folder which had an OBJ file, an MTL file a JPG for the texture and 2 txt documents for licensing and a very barebones readme

  • FSMCDesignsFSMCDesigns Posts: 12,843

    if it is just in .OBJ format, that means there is no rigging and as such, you can't manipulate any parts. You can either rig it or take it into a modeling app and seperate the parts and import them back in and position as needed.

  • 404nicg404nicg Posts: 270

    if it is just in .OBJ format, that means there is no rigging and as such, you can't manipulate any parts. You can either rig it or take it into a modeling app and seperate the parts and import them back in and position as needed.

    Ahh gothca. Would Hexagon be a viable option? I got it on sale but have never used it. I'm sure with some tutorials I could figure it out if it would be possible

     

  • FSMCDesignsFSMCDesigns Posts: 12,843
    404nicg said:

    if it is just in .OBJ format, that means there is no rigging and as such, you can't manipulate any parts. You can either rig it or take it into a modeling app and seperate the parts and import them back in and position as needed.

    Ahh gothca. Would Hexagon be a viable option? I got it on sale but have never used it. I'm sure with some tutorials I could figure it out if it would be possible

     

    Rigging is done inside DS and hexagon should work for making it into parts, although I never really got along with hexagon, so couldn't be sure, but most modeling apps do the same things

  • mjc1016mjc1016 Posts: 15,001

    If it is the uncle808us one, then it will not be rigged, but it should have the face/poly groups set up for the parts.  Studio will have brought it in 'whole' without breking the groups into separate objects.  You can look at it with the Geometry Editor tool and under the Selection option, look to see it is lists face groups.  If so, then you can rig it with little problem...

    This thread should get you started, there's a quick rigging tutorial for simple items...

    http://www.daz3d.com/forums/viewthread/57873/P15/#841629

  • It may already be grouped, in which case you could fairly easily rig it directly - convert to figure (Edit>Object>Rigging), then use the Joint Editor tool to create a new bone (right-click menu) with the single bone of your new figure selected), use the Joint Editor to place the centre point on the hinge and the end point on the opposite edge of the door, and in the Tool Settings pane (still with Joint Editor Selected) assign the groups for the body of the cage to the root bone and for the door to the door as Selection Groups, then switch to the Node Weight paint Brush tool, right-click and use Weight Editing>Fill By Bone Selection groups.

  • 404nicg404nicg Posts: 270
    mjc1016 said:

     

    mjc1016 said:

    If it is the uncle808us one, then it will not be rigged, but it should have the face/poly groups set up for the parts.  Studio will have brought it in 'whole' without breking the groups into separate objects.  You can look at it with the Geometry Editor tool and under the Selection option, look to see it is lists face groups.  If so, then you can rig it with little problem...

    This thread should get you started, there's a quick rigging tutorial for simple items...

    http://www.daz3d.com/forums/viewthread/57873/P15/#841629

     

    It may already be grouped, in which case you could fairly easily rig it directly - convert to figure (Edit>Object>Rigging), then use the Joint Editor tool to create a new bone (right-click menu) with the single bone of your new figure selected), use the Joint Editor to place the centre point on the hinge and the end point on the opposite edge of the door, and in the Tool Settings pane (still with Joint Editor Selected) assign the groups for the body of the cage to the root bone and for the door to the door as Selection Groups, then switch to the Node Weight paint Brush tool, right-click and use Weight Editing>Fill By Bone Selection groups.

    Okay thank you both. It turns out it does have the face/poly group sets. I'm going to have to get the hang of the joint editor tool (never used it before) but it appears there's hope

  • mjc1016mjc1016 Posts: 15,001
    edited November 2016

    Rigging a door is a pretty easy thing to start with.  It's a lot like the monitor stand in that thread I linked to.

    Something that isn't mentioned, in the thread or Richard's post (I don't think) is that you just need to keep the one rotation visible.  You can hide the others (don't even really need to give them weight maps).  I make sure I hide them before I save as a figure/prop asset. 

    Post edited by mjc1016 on
  • 404nicg404nicg Posts: 270

    It may already be grouped, in which case you could fairly easily rig it directly - convert to figure (Edit>Object>Rigging), then use the Joint Editor tool to create a new bone (right-click menu) with the single bone of your new figure selected), use the Joint Editor to place the centre point on the hinge and the end point on the opposite edge of the door, and in the Tool Settings pane (still with Joint Editor Selected) assign the groups for the body of the cage to the root bone and for the door to the door as Selection Groups, then switch to the Node Weight paint Brush tool, right-click and use Weight Editing>Fill By Bone Selection groups.

     

    Can you elaborate a little more on the bolded, I think I'm getting hung up here

  • 404nicg404nicg Posts: 270
    edited November 2016

    Is there supposed to be a total of 2 bones in the obj(one for the cage itself and one for the door?) and if so, how do I create a new bone with the joint editor tool?

     

    EDIT: NVM figured this part out

    Post edited by 404nicg on
  • 404nicg404nicg Posts: 270

    Wait, nevermind got it!. Thank you both

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