How to kit-bash a kit that doesn't want to be bashed?

Blind OwlBlind Owl Posts: 504

In my new-found enthusiasm for 3D rendering and all its possibilities for fun, I've been buying products & grabbing freebies like crazy.

Without naming PAs or their products, I've noticed that some content creators are much more generous or considerate than others, e.g. separating a set so that various components can be used in other sets. Maybe I should have read the description more carefully (supposing the description was complete and I understood precisely what was meant), but a recent acquisition surprised and disappointed me. It's a kitchen/dining area that looks fabulous and comes with a few separate props, but...the oven door doesn't open, the fridge, dishwasher & cupboard doors don't open, and so on. Except for a few minor components—dining room chairs and the like—the thing is basically a great-looking brick. The big wall clock is static too--with hands that can't be moved--but at least it's a separate item and can be replaced if I want to indicate that time has marched on.

If I could pry e.g. the fridge and stove free from the set, I could replace them with appliances that allowed me to depict ordinary kitchen-type activities when I want to. As it is, they're...well, bricks that can't be posed, moved, or even replaced. The stove burners don't light up, either. wink

Is there a way to separate what's obviously meant to be a unit into at least some of its smaller components? Any pointers (short of learning Blender) would be much appreciated.

Thanks in advance!

Post edited by Blind Owl on

Comments

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,098

    Geometry Editor heart

  • SixDsSixDs Posts: 2,384

    Although not easy, if you are unfamiliar with modelling programs, the latter would be the easiest option. You can simply select and delete the polygons for the "offending" parts. However, if those parts were created as part of a greater whole as I suspect, rather than just welded into place afterwards, then you will probably discover after removing the stove, for example, that you have not a bare wall, but a big hole. So you will need to fill that in, and that will break your UV mapping. Sometimes the amount of work involved may approach creating your own model from scratch, unfortunately.

    Alternatively, you could try creating new material groups and simply hiding them in DAZ Studio. But that might be fairly painful as well.

  • Blind OwlBlind Owl Posts: 504

    Thank you both! I'm still getting acquainted with DS (could you tell?) and haven't got around to investigating the Geometry Editor. As soon as my moring coffee kicks in, I'll be checking it out.

    Cheers!

  • kaotkblisskaotkbliss Posts: 2,914

    You might also be able to find the texture areas for just what you want to remove in the materials section and turn the opacity all they way off. (if removing the geometry is too big a pain) also look in the structure tree for the kitchen and see if the things like fridge and stove are a seperate "bone" to the kitchen. If so, then you can click they "eye" next to it and make it invisible.

  • Blind OwlBlind Owl Posts: 504

    You might also be able to find the texture areas for just what you want to remove in the materials section and turn the opacity all they way off. (if removing the geometry is too big a pain) also look in the structure tree for the kitchen and see if the things like fridge and stove are a seperate "bone" to the kitchen. If so, then you can click they "eye" next to it and make it invisible.

    Thanks, I tried expanding the set and it doesn't have any 'bones' as such. Only a handful of props show up as separate items, which means I'll have to try the other methods suggested.

    Can't try them at the moment, though: Daz Install Manager just gorched my entire installation and I haven't figured a way to get it back yet. Oh, the joy...

  • pwiecekpwiecek Posts: 1,598

    Are ther material zones? If there are, I have a method using only UVMapper to separate it into different parts for each zone. Its not perfect, but its a start. Unfortunatels, it needs .obj files so you neet to be able to export one.

    Load the obj

    Select one or more material zones

    invert the selection

    delete

    save a new obj

    Sometimes I get something useful, sometimes not.

  • Blind OwlBlind Owl Posts: 504

    Thanks, I'll be trying them all once I get DS back up and running.

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