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Daz 3D Forums > 3rd Party Software > Blender Discussion

{Diffeomorphic} Rigid Follow Nodes

evilded777evilded777 Posts: 2,506
June 17 in Blender Discussion

Greetings,

new to all this Blender stuff, but trying really hard to understand it all. Diffeomorphic seems a brilliant tool. My G8M character has earrings attached by Rigid Follow Nodes, after import they end up as part of the figure mesh rather than as seperate items and they are out of place. Finally figured out how to move them, but getting them into the right position is beyond my Blender skills just yet.

Should I remove the Rigid Follow Nodes and just parent the items in DS first?

Thanks

Comments

  • PadonePadone Posts: 4,224
    June 17 edited June 17

    This is probably a regression, now reported to Thomas. For the time being be sure "apply transforms" is disabled in easy import, this way everything should work fine.

    https://github.com/Diffeomorphic/import_daz/issues/39

    p.s. If you didn't, be sure to update to the dev version as bugs are only fixed there.

    https://github.com/Diffeomorphic/import_daz

    Post edited by Padone on June 17
  • evilded777evilded777 Posts: 2,506
    June 18

    Padone said:

    This is probably a regression, now reported to Thomas. For the time being be sure "apply transforms" is disabled in easy import, this way everything should work fine.

    https://github.com/Diffeomorphic/import_daz/issues/39

    p.s. If you didn't, be sure to update to the dev version as bugs are only fixed there.

    https://github.com/Diffeomorphic/import_daz

    Thanks for this. I wish I knew my way around github better than I do, but I totally don't understand how to get the "dev" version. 

  • evilded777evilded777 Posts: 2,506
    June 18

    I don't mean to pile on here, but... again... new to this, so I am trying all kinds of different things to learn how it all works. I've got a character that is G8.1M, using the G8M UV because that's the freckled skin I need... also using a 3rd party geograft. When I import him, the Body and Head materials think they are part of the geocraft's shell rather than being part of the figure so the materials are all wrong. Clearly I can't post a screenshot since he's got those dangly bits. I wonder if I am doing something wrong? Or does this combo just not work because its on the wonky side?

  • evilded777evilded777 Posts: 2,506
    June 18

    evilded777 said:

    I don't mean to pile on here, but... again... new to this, so I am trying all kinds of different things to learn how it all works. I've got a character that is G8.1M, using the G8M UV because that's the freckled skin I need... also using a 3rd party geograft. When I import him, the Body and Head materials think they are part of the geocraft's shell rather than being part of the figure so the materials are all wrong. Clearly I can't post a screenshot since he's got those dangly bits. I wonder if I am doing something wrong? Or does this combo just not work because its on the wonky side?

    Nevermind this, I figured it out. The proper elements were not turned off on the shell.

  • PadonePadone Posts: 4,224
    June 19 edited June 19

    Yes there's a limitation for shells where blender can only import the surfaces visibility. Of course tools are provided to fix this in blender, or you can fix the shell in daz studio before exporting, to only use the surfaces visibility.

    https://github.com/Diffeomorphic/import_daz/wiki/Shell_Editor

    https://diffeomorphic.blogspot.com/2020/11/multiple-geoshells.html

    p.s. The dev version is the master on github, you can also follow commits and issues there, or participate if you find any bug. Answers and fixes are usually fast enough.

    https://github.com/Diffeomorphic/import_daz

    Post edited by Padone on June 19
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