Non zero props

Is there any simple way to zero a prop the doesn't exist at 0,0,0 when it is "zeroed"? Lots of assets have the props in place but their position is 0,0,0. Kitbashing them becomes a bit annoying. 

Prefer solutions entirely within Daz over "load it into...." solutions.

And I know how to attach the prop to a null or group and fake zero it. Also not the solution I'd like.

Comments

  • ElorElor Posts: 3,139

    To get something at world center, you can create a primitive plane and align that object to the center of the plane on the X and Z axis and to the bottom of that plane on the Y axis if you prefer to keep the aligned prop over the ground.

    Then, if you want to save it, you can export the prop as OBJ, import it back, apply the material and save it if it's not rigged (if it's rigged, maybe updating the geometry could work but I don't remember doing it).

    I would avoid saving over the original version because doing so will likely break something and you will likely end with the prop loaded improperly when used with the rest of the product.

  • Richard HaseltineRichard Haseltine Posts: 107,898

    Rotating will be trickier, if it is off-axis as well as off-centre - but you could get close by rotating a primitive to match the prop, then aplying the opposite rotation to the prop. You cpi;d also, if it has orthogonal edges, use Measure Metrics to get a precise angle.

  • crosswindcrosswind Posts: 9,538

    Free way: You can easily make it by using Window > Panes > Align plugin. You just need a Prop at world center beforehand ~~

    Alternatively, there's a script called Center It in this product: https://www.daz3d.com/code-66-toolbox--volume-3 which works even faster and supports multi-selected Props ~~  Add it to Toolbar to have the job done just with One-click.

    As for already "rotated but zeroed" Props, if you want to have a better orientation, I'm afraid you have to do it manually. I usually rotate them by referring to the grids in Viewport. You also can make more precise result by adopting Richard's way ~~

     

  • jmucchiellojmucchiello Posts: 602

    crosswind said:

    Free way: You can easily make it by using Window > Panes > Align plugin. You just need a Prop at world center beforehand ~~

    Alternatively, there's a script called Center It in this product: https://www.daz3d.com/code-66-toolbox--volume-3 which works even faster and supports multi-selected Props ~~  Add it to Toolbar to have the job done just with One-click.

    As for already "rotated but zeroed" Props, if you want to have a better orientation, I'm afraid you have to do it manually. I usually rotate them by referring to the grids in Viewport. You also can make more precise result by adopting Richard's way ~~

     

    Most of these are exactly what I didn't want. I want th X, Y, and Z Translate parameters of the prop to read "0" simultaneously with the prop being at "0,0,0". I have toolbox v3. "Center it" saves a few clicks compared to putting the object in a group or null and the flipping parents to get the object "home". But that doesn't fix the translation values. I know how to move an object to home. That doesn't fix the object. I don't want a "this scene" fix. I want an "all scenes in the future forever and ever fix."

  • The brute ignorance & force way is to put the prop at world 0,0,0, save the obj, re-import, copy materials from the original to the new prop and then save as a scene asset. As I said, Brute Ignorance & Force, and long winded in a one-off occasion, but it will force the prop into the zero position and zero it for you.

    Regards,

    Richard

  • Richard HaseltineRichard Haseltine Posts: 107,898

    If you don't want to export/import you can also just parent them to a null once they are zeroed and use that for positioning.

  • barbultbarbult Posts: 26,172

    I do it completely differently. No need to export or import or copy and paste materials or parent to another object or null.

    1. Load the incorrectly centered prop in the scene.
    2. Select the prop in the Scene pane or viewport.
    3. Select the Geometry Editor tool. Right click in the viewport and select Geometry Selection>Select All.
    4. Select the Mesh Grabber tool. Open the Tool Settings pane. Set the Falloff Type to Const.
    5. Use the Mesh Grabber gizmo to drag the prop so that the place you want it to be centered is over the 0,0,0 world origin (where the axes cross in the viewport).
    6. Select the Joint Editor tool. Open the Tool Settings pane. Set Origin X,Y, and Z to zero. Set End Point X and Z to zero. Leave the End Point Y value alone or adjust it visually in the viewport. (Values may need to vary for props that don't stand upright and rotate around their center Y axis.)
    7. Save as Figure/Prop Asset with a new name.

    (I hope I documented all my steps correctly. Richard, do you see any flaw to this procedure? It seems to work well for my usage. Of course if you don't have Mesh Grabber, it wouldn't work. I don't know anything about the Premier version, but I would expect it to work.)

  • crosswindcrosswind Posts: 9,538
    edited October 23

    barbult said:

    I do it completely differently. No need to export or import or copy and paste materials or parent to another object or null.

    1. Load the incorrectly centered prop in the scene.
    2. Select the prop in the Scene pane or viewport.
    3. Select the Geometry Editor tool. Right click in the viewport and select Geometry Selection>Select All.
    4. Select the Mesh Grabber tool. Open the Tool Settings pane. Set the Falloff Type to Const.
    5. Use the Mesh Grabber gizmo to drag the prop so that the place you want it to be centered is over the 0,0,0 world origin (where the axes cross in the viewport).
    6. Select the Joint Editor tool. Open the Tool Settings pane. Set Origin X,Y, and Z to zero. Set End Point X and Z to zero. Leave the End Point Y value alone or adjust it visually in the viewport. (Values may need to vary for props that don't stand upright and rotate around their center Y axis.)
    7. Save as Figure/Prop Asset with a new name.

    (I hope I documented all my steps correctly. Richard, do you see any flaw to this procedure? It seems to work well for my usage. Of course if you don't have Mesh Grabber, it wouldn't work. I don't know anything about the Premier version, but I would expect it to work.)

    It's a fairly neat way barb ! yes You were making a change in terms of vertex positions by using MG while leaving XYZ values intact. Brilliant !

    I misunderstood what OP wanted (the 2nd part of "always zeroed"... though I still don't think there's literal benefit from keeping solid zeroed Transforms for personal use ~~  )... then you enlightened me.

    Well, if one has no Mesh Grabber / Premier's Geo-Sculptor, one can :  1) After Centering the Prop by using Align or Center It script, export it to OBJ, Ctrl + E;  2) Update Base Geometry... ! (Vertex postions or Full); 3) Modify rigging values.

    Post edited by crosswind on
  • barbultbarbult Posts: 26,172

    So many ways to achieve the desired result!

  • If you don't have Premier or the old Mesh Grabber, Barbult's elegant way won't work, unfortunately.

    Regards,

    Richard (Not RichardH)

     

  • Richard HaseltineRichard Haseltine Posts: 107,898

    Would barbult's Mesh Grabber route not also work with a dForm, using a weight map instead of the field to keep it even across the mesh?

  • crosswindcrosswind Posts: 9,538

    barb's Mesh Grabber route would also work with D-Former(s) as long as the Prop was literally dragged to the world center (0,0,0)... then select D-Former Base + Field, Restore Selected Items Pose...

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