Any Advanced Magnet Deformer Tutorials?

3DIO3DIO Posts: 441

I've been reading that thread on here about dForce, and it got me wondering about Magnet Deformers, wondering if there are any such threads that go deep into them, like working with Magnet Maps and stuff like that.  Also, how to create morphs from them and mirror them between limbs directly in Daz Studio.

I'm only after the free stuff, but unfortunately the search on here is as good as uselss to me most times, and so I've not found anything.  PDF or video, it doesn't really matter as long as it covers from the basics to the more advanced stuff I just mentioned.

Any info on this stuff much appreciated.

 

Comments

  • Richard HaseltineRichard Haseltine Posts: 110,776

    Weightmapping a dForm is fairly simple. It will inherit the effect of any field, so if that is unhelpful move it out of the way. With the Node Weightmap Brush active and the dForm selected, in Tool Settings you will see Influence Weights in the list of available maps - just click the Add button. Now you can use the standard weight editing features to add or remove influence - do this with the dForm having soem effect, rather than painting blind.

    Spawn Morph is a button in the dForm pane, just have the object selected and then pick the dForm(s) you want to include from the dialogue that opens.

  • RGcincyRGcincy Posts: 2,863

    This tutorial is focused on a cave but uses weight maps on a push modifer to deform shapes. Not a dForm but the sue of the weight maps is similar.

    https://www.daz3d.com/forums/discussion/179601/how-to-use-a-push-modifer-making-a-cave

  • crosswindcrosswind Posts: 9,914

    As for : How to create morphs from them and mirror them between limbs directly in Daz Studio:

    0) Firstly, dform the target mesh by using dFormer(s) as others said. Then open dFormer plugin via: Window > Panes > DForm. (screenshot 1)
    1) Check the options : Delete Applied D-Former(s), Apply Spawned Morph, click Spawn Morph... button. Name the morph (e.g. dForm Left Shin). Accept. (screenshot 2)
    (* Be noted that you can keep the dFormers by unchecking Delete Applied D-Former(s)... but you need to zero the DForm dial on the figure after creating the morph...)
    2) Set the figure's Resolution Level to Base, export the figure to OBJ file via File > Export... Name it for the other side, e.g. dForm Right Shin... (screenshot 3)
    3) Import the OBJ file via: Edit > Figure > Shape > Morph Loader Pro... by using the settings in (screenshot 4)
    4) Dial the imported morph to check the symmetrical mesh on both sides... (screenshot 5)

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  • 3DIO3DIO Posts: 441
    edited 7:10PM

    Many thanks for everything posted, it's very much appreciated  :-)

    I'm working my way through it all, back and forth and getting the hang of it fairly well, but I'm a bit stuck with weight-mapping a D-Former using that other mode.  I've followed what Richard said, and it does work, but there's another option as well.

    The version Richard describes is the "Apply Default Settings" option, but there's another option called "Weight Map Mode".  And if I choose that option, it creates a map, but if I then follow the same selection and editing techniques as with "Apply Default Settings" mode, it does nothing.  Sculpting does change the colour of the weight points, but doesn't effect the geometry.  It feels as if I'm missing a step, but I can't think what.

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  • crosswindcrosswind Posts: 9,914

    This Weight Map Mode works with no influence field and as default, it fills 100% weight on the figure that the DFormer is attached, so the easiest way is to:
    1) With Node Weight Brush tool, remove Influence Weights firstly, i.e. right-click on Influence Weights in Tool Settings pane > Remove Selected. Then click Add Map button to add it back.
    2) Paint weight or fill + smooth weight on the target mesh, then deform.

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  • Richard HaseltineRichard Haseltine Posts: 110,776

    3DIO said:

    Many thanks for everything posted, it's very much appreciated  :-)

    I'm working my way through it all, back and forth and getting the hang of it fairly well, but I'm a bit stuck with weight-mapping a D-Former using that other mode.  I've followed what Richard said, and it does work, but there's another option as well.

    The version Richard describes is the "Apply Default Settings" option, but there's another option called "Weight Map Mode".  And if I choose that option, it creates a map, but if I then follow the same selection and editing techniques as with "Apply Default Settings" mode, it does nothing.  Sculpting does change the colour of the weight points, but doesn't effect the geometry.  It feels as if I'm missing a step, but I can't think what.

    Have you done anything to the dForm node, so that there is something to see? With the weightmap mode (which I had forgotten about, sorry) the map is pre-filled at 100% so the dForm will hav a uniform effect - you will need to erase or attenuate it in places to see any change in relative shape (e.g. paint on the surface with the Node Weightmap Brush tool while holding alt/opt down, or select some vertices and right-click>Weight Editing>Fill Selected)

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