Rigging a new body part help please!

kiloechonov3337kiloechonov3337 Posts: 44
edited May 2016 in The Commons

I created a mechanical leg model for G2F in zbrush (and attached a ring of the original polygons at the top to allow geografting) and imported said obj into Daz studios. So the leg is flat on the ground and is not in the correct position. Is there anyway I can copy the rigging from the default G2F onto this new leg? I tried fitting and obviously it ended up with G2F with a mechanical leg flat on the ground. Any ideas?

 

EDIT: Fixed it with a quick to-and-fro transfer to Hexagon. However, now when I move the bone, the whole mesh is distorted!!

Post edited by kiloechonov3337 on

Comments

  • Richard HaseltineRichard Haseltine Posts: 108,079

    It sounds as if yiou used the wrong preset when importing the OBJ from ZBrush, one with the axes switched.

    How is it distorting? Switch to smooth-shaded view, or remove textures from the figure, and post a screen shot please.

  • It sounds as if yiou used the wrong preset when importing the OBJ from ZBrush, one with the axes switched.

    How is it distorting? Switch to smooth-shaded view, or remove textures from the figure, and post a screen shot please.

    I figured it out as the weight brush not being 'even' in a way. Repainting the weight map seems to work out though I just discovered that whenever you export Daz3d figures as obj, the surrounding faces (for attachment) kinda split in half. Making geografting impossible for me :/

  • Richard HaseltineRichard Haseltine Posts: 108,079

    What do you mean by split in half?

  • What do you mean by split in half?

    Figured it out finally! Forgot to turn off SubD! Silly me indecision However, I can't seem to convert the new body part back into SubD though as it causes the mesh to distort and thus not look good anymore.

  • Richard HaseltineRichard Haseltine Posts: 108,079

    That will, especially for a hard-surface model, depend on your edge protection - either edge weighting or extra edges runnign parallel to the edges you want sharp.

  • That will, especially for a hard-surface model, depend on your edge protection - either edge weighting or extra edges runnign parallel to the edges you want sharp.

    Sorry, could you explain it in simpler terms? Sorry. I'm rather new at this geografting so I struggle to understand.

    Also, do you know how do you 'position' your geograft at the EXACT correct location? When I geograft, the seams of G2F and the geograft don't link up, so whenever I turn on Sub D for my geograft, it doesn't link. On top of that, my geograft is SLIGHTLY out of position which makes it look horrible.

  • Richard HaseltineRichard Haseltine Posts: 108,079

    For a GeoGraft to graft the ring of vertices around the edge of the graft must exactly match the ring of vertices on the base figure - it's very precise, if the alignment has been lost in modelling then you are unlikely to get it back unless you use a snap function in your modeller. Of course if you don't need it to graft, you just want it to hide unwanted mesh, then that is not an issue - but there will then be a hole in your figure mesh where the hidden facets were (if yiou aren't wanting to graft or to hide facets then you don't need a GeoGraft).

    As for the edge handling, below is an image showing three cubes, with SubD applied and the viewport subdivision set to 3 (if you view subdivision for your mdoel is still at the default 1 it may not be giving a fair impression of how the model should render). The one on the left is a plain cube with one polygon per face, and as you can see it's well on the way to being a sphere (with only the dfault one level of SubD it looks very angular); the one in the middle is the same one polygon-per-face cube but I have selected the edges around the top with the Geometry Editor tool and set their weight (right-click, Geometry Weight>Set Subivision Weight...) to 0.9, as you can see the top edgs are now quite sharp; the cube on the right was edited in the modeller to bevel the top face slightly, creating an extra inner loop of edges, and to cut an extra edge loop around the sides 99% of the way to the top, again it has quite a sharp edge around the top (you can see how those extra edges from the bevel and the loop cut have been pulled away from the original top edge - in the raw state they are much closer).

    Three SubD cubes.JPG
    966 x 521 - 44K
  • For a GeoGraft to graft the ring of vertices around the edge of the graft must exactly match the ring of vertices on the base figure - it's very precise, if the alignment has been lost in modelling then you are unlikely to get it back unless you use a snap function in your modeller. Of course if you don't need it to graft, you just want it to hide unwanted mesh, then that is not an issue - but there will then be a hole in your figure mesh where the hidden facets were (if yiou aren't wanting to graft or to hide facets then you don't need a GeoGraft).

    As for the edge handling, below is an image showing three cubes, with SubD applied and the viewport subdivision set to 3 (if you view subdivision for your mdoel is still at the default 1 it may not be giving a fair impression of how the model should render). The one on the left is a plain cube with one polygon per face, and as you can see it's well on the way to being a sphere (with only the dfault one level of SubD it looks very angular); the one in the middle is the same one polygon-per-face cube but I have selected the edges around the top with the Geometry Editor tool and set their weight (right-click, Geometry Weight>Set Subivision Weight...) to 0.9, as you can see the top edgs are now quite sharp; the cube on the right was edited in the modeller to bevel the top face slightly, creating an extra inner loop of edges, and to cut an extra edge loop around the sides 99% of the way to the top, again it has quite a sharp edge around the top (you can see how those extra edges from the bevel and the loop cut have been pulled away from the original top edge - in the raw state they are much closer).

    Interesting. But even though I had an EXACT graft, when I re-imported it into Daz3d from zbrush and blender (modelling in zbrush then sewing the edges on in blender) Daz refuses to weld the points together. I'm not sure what I'm doing wrong. I'm halftempted to re-rig another ring to give it another go.

  • Richard HaseltineRichard Haseltine Posts: 108,079

    So Blender snapped the vertices into alignment? And the vertex order was unchanged? I'd be half inclined to say allow the ring from the ZBrush model to shrink in a bit, then in Blender bridge those to a copy of the ring you want to joint to - that at least, as long as you are using the correct import preset in DS, should line up and graft: if it doesn't then something odd is going on.

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