DAZ studio 4.8 general weight map question

kitakoredazkitakoredaz Posts: 3,526

Hi, I hope someone check , then tell me it is not supposed to, or it is reasonable.

I rig simple two cubes to understand ds general weight map clear.

1, generate hip node for two cubes mesh (one obj) as parent node, then add child nodes for cube1, cube2.
name these nodes as same as each mesh group.

then manually color only "general weight" for cube1, and cube2 assigned each meshes by node weight map brush.

check pic1 please.

actually I set general weight (100%) for cube1mesh assigend to cube1(bone)
then set general weight for cube2mesh assigned to cube2(bone),

but it not work at all.
I rotate each cube node, the mesh never follow the nodes.
I felt sometimes I need to save as dsf, to see weight map correctly,
then anyway I saved it as new figure (general weight map).dsf

after that I load the saved figure, but it can not rotate mesh with node as same as before.
pic2

pic2.JPG
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pic1.JPG
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Post edited by kitakoredaz on

Comments

  • kitakoredazkitakoredaz Posts: 3,526
    edited May 2015

    2 then I try another way.
    from Edit menu, I change the current 2cube figure rigging.
    edit>Rigging>convert general weight to triax weight.

    after that, It work without problem.
    I do not know why it work, but if I check each weight map,
    there are three axis and scale weight map for each node and mesh group correctly.
    (then there are still general weight map too,,)

    but I hope to color only general weight, (because I need to know how general weight work,
    I already know each axis color map how work )
    then I re-weight the triax figure to general weight fggure.

    From top menu > rigging convert triax weight >genearl weight.

    ds show message " you have alraedy general weight etc"

    after that ds seems to convert the triax weight figure to general weight figure.
    then I check the weight map.

    the figure still have weight map for each axis + general weight as same as before

    then I can rotate each cube node as same as before with mesh cube.

    but I need no triax weight map. just need one general weight map about this test,
    (if general weight map need triax weight map for each axis to work correclty,
    who need to use general weight?)

    then remove all three axis weight with scale map manually.

    I believe,, now it return what I first tried. then I think,, it may not work.

    it is pic3. yes it seems same which I tried as pic1.
    (color general weight map manually )

    But,,,,, now the simple cube figure can rotate by only general weight map.

    Actually I can not understand what happen, why the first way
    (color general weight manually) not work,
    but if I convert twice ,and remove all axis weight, now general weight can rotate node with mesh.:roll:

    pic3.JPG
    984 x 609 - 85K
    Post edited by kitakoredaz on
  • kitakoredazkitakoredaz Posts: 3,526
    edited May 2015

    Maybe I understand, what happend.
    to rig obj, I need to change prop as figure first. then generate only top node.

    I did not remember, when I changed this 2cube obj as figure to triaxweight map or general weight map.(option) r,
    but I seems change obj as triax figure first, then color general weight map for each two cube mesh.

    I compared two dsf and duf, (one can rotate, one can not rotate, with same general weight map) codes,
    then the "modifeirs" >"extras" >"binding mode" section are different.

    the cube.duf which can rotate , binding_mode value = "general" ,
    on the other hand, the cube duf which can not rotate , binding_mode="local"
    (what "local" means? someone know clear?)

    after I change "local" to "general", both figure dsf (in data) and character.duf (it can overwrite modifier weight map etc), it worked .

    I still can not understand, the correct usage of general weight in node weight brush.

    though I could remove, or color each weight map as I like when I start as triax figure,
    but to use added general weight map correctly,
    actually I could not add or change wieight map type (general, triax, mix) ?

    Post edited by kitakoredaz on
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