Several questions mostly about coords
Hello! I'll try to be brief. I'm completely new and pretty much don't know anything.
1. I want to build a fence. Found a freebie .obj and after googling for a while managed to open it in hexagon, transfer to DS in chunks(split the gate and main fence chunk into 2 different objects) and after some scaling/exporting/importing back and saving as scene assets they are ready to be merged and used to build a proper fence of my choosing. But there is one problem. They seem to each have their own 0,0,0 points. NOT parented. Makes that kinda hard to allign them properly. Is there a way to reset their 0 points or at least sync them to one coordinates system?
2. While trying to adjust a pose model keeps "jumping up" without actually changing Y coord. But every time I lower it to the ground(y goes more and more negative) and try to change a pose again it instantly jumps back up. I'm not really sure how to describe that properly, sorry. If you somehow understood that, please tell me, what am I doing wrong?
3. After applying shaders to the fence this happens

Shaders are the same on every board. You can't see any difference at render but at viewport some boards turn green, sometimes pink, sometimes they just decice to "unturn" and become normal again. Doesn't really affect anything, just a bit irritating.
Thanks!

Comments
1. Are the individual fence pieces centred in Hexagon? The 'origin' point of the fence would be 0,0,0 in Hexagon.
2. Check that the fence is unparented. Moving an unrelated object should not be affecting the fence in any way.
3. Okay, you got me beat on this one. If the're all the same shader, it might be an issue with the shader itself. If not, it could be a geometry issue with the fence? (overlaps etc). Might want to double check in Hexagon that there's no redundant geometry causing your problem.
1. I have no idea how to make pieces centred in Hexagon or how to check if they are. Will google, thx. I don't think they are tbh. Since I just selected every item that part of the fence consisted of and moved it to daz. And that part wasn't in the centre of the model.
2. Wasn't talking about the fence there. Figure jumps when I try to adjust it's pose.
3. The shader is the one that came with DS. Don't know how to check for redundant geometry. And having "hexagon" and "geometry" in one google request...well...
While you import the individual parts as OBJs into DazStudio, it automaticaly creates a new pivot point at the bottom of the mesh. Select the Joint Editor tool and have a look at the Tool Settings pane with the object selected. You may see that the Center Point and the End Point are placed not where you want it. This may also be the issue with that it jumps to an unwanted center point while parenting it to other objects.
There is this Parent Items in Place setting in the Parameters pane option menu (the lined button at top of the pane) that controls if the items keeps their position or snap to the center point while parenting.
Also there are other ways of organizing a scene with several items by parenting them to a Null or Group added from the Create menu, so their position will definine the new pivot point for all items parented to.
For the alignment of items there are variouse options you can use - have a look at this thread: Ability to snap items to each other
Added to that - for leveling items to the floor there is the Move to Floor action shortcut Ctrl+D that will use the items Center Point as an offset to the actual zero point of the mesh to define the floor level.
Here are two scripts from mCasual that can help you with your initial pivot point problem.
mcjZeroOrigin
mcjCreateNull
[PS] It is also possible to position the items in DazStudio export an OBJ and import it again to get a new zero point. I think you could skip the part with going to Hexagon to position and split the mesh. With the DazStudio Geometry Editor tool and the Tool Settings pane it is possible to select parts of the mesh by groups, surfaces or manual selection of faces. Next you can right click the viewport and choose Geometry Visibility > Hide Selected Polygons. Finaly you can delete the hidden polygons within the same right click at viewport menu here Geometry Editing > Delete Hidden Polygons.