Daz-Hexagon welding props to boots.

Im making some native american clothing items by modifing other stuff( there are 3 million natives still alive in the usa, you guys should make more native clothing items.). What I am trying to do is weld this shield to the boots so it stays put when I pose the character. I don't know if that can be done in Daz so I was thinking Hexagon could help. Any ideas? My speak Daz well and some Hexagon so I sould be able to understand. Thank you in advance.

daz boots.PNG
1920 x 1080 - 489K
hexagon boots.PNG
1920 x 1080 - 264K

Comments

  • Richard HaseltineRichard Haseltine Posts: 109,683

    If you want it to move with the boot it may be enough to parent it to the figure's left shin

  • I tryed what you said Richard with some sucsess. If the knee bends the shield moves but standing poses work ok. I think I need it to become part of the boot for it to work well. Thank you for the info.

    boot3.png
    1920 x 1080 - 465K
    boot4.png
    1920 x 1080 - 777K
  • MattymanxMattymanx Posts: 7,000

    In Hexagon, if you weld two pieces together, you will loose the UV map.

  • kitakoredazkitakoredaz Posts: 3,526

    if you export  boots and shield decal , at same time, they are joined as one obj. (not use hexagon bridge, but just export from DS and Re-import)

    then use transfer utility , and transfer weight ,rig from Boots not work?  if  protected to transfer weight about shield area,,

     you can keep shield separate, but transfer weight from Base figure mesh to the Shield part only.  then can  use it individual accessory (rig) I think.

    it may bend well along to the rig and keep more better distance,  than just parent I think.  and JCM morphs will be auto-transfered as same as boots.

     

  • mindsongmindsong Posts: 1,755
    Mattymanx said:

    In Hexagon, if you weld two pieces together, you will loose the UV map.

    are there any modelling programs that you know of that will allow such a weld, and keep the UVs as they are?

    tnx,

    --ms

  • Richard HaseltineRichard Haseltine Posts: 109,683

    The next step is to create a Rigid Follow node on the boots and parent the shield tot hat - that will ensure it moves with any morphs.

    1. Switch to the Geometry Editor tool, and make sure the boots are selected
    2. Click on a polygon on the boots that si where you want the shield to "attach"
    3. Right-click, Geometry Assignment>Create Rigid Follow Node from Selected, give it a name
    4. Right-click, Geometry Assignment>Create Rigid Follow Node Reference from Selected, select the Rigid Follow Node you just created (you don't have to use the same polygin for each, but in this case I think it will work).
    5. Now, instead fo prenting your shield to the shin parent it to the new Rigid Follow Node.
Sign In or Register to comment.