Wavefront Obj and Wearable Presets
Using Blender, I've constructed a model for use in a Daz scene. Typical workflow -- get the scaling right in Blender, assign materials to different zones, export as a Wavefront object. I import it into Daz wear I attach materials for rendering in Iray. I save the material preset so as I refine the model in Blender and re-import it, I can apply the material preset and instantly recover the material settings. It all works brilliantly.
Then I decide to add a decal to the object. Thinking about it, I figure I need to add it in Daz using the Iray decal node, just like I'm doing the materials. The decal node is parented to the object, but when I try to save the wearable preset, I get a message that says the object has to be a figure. OK, so I convert the object to a figure using Edit-->Object-->Rigging-->Convert Prop to Figure. A hip bone is added, but now I can save the wearable preset.
I start a new scene in Daz and re-import the Wavefront object, but I don't convert it to a figure. I apply the material preset like before, and I apply the wearable preset...and it works!
I create duplicates of the object, and I can mass select them to apply the material preset, but not the wearable preset. That has to be applied one at a time. But it works fine otherwise.
So my question to the smart people in the room is this: Am I doing something wrong here? The asymmetry has me vaguely worried. I can't save a wearable preset until I convert the object into a figure, but I can apply the wearable preset to the unconverted object. Am I corrupting something in my scene by using wearables this way? It seems like it's ok -- just a quirk in the UI that prevents saving it in the first place.
Not that it adds any clarity to the question, but here's a test render of the objects. The "Gravity Plating" text is the Iray decal being applied using the Wearable preset to the unconverted Wavefront objects.
