When D-former doesn't bite

HeraHera Posts: 1,958

Hi!

I've noted that with several of the new clothes, a lot of the G2 things and seemingly everything for G3F - the D-former is useless. It simply isn't working. So what do you do if you want to fix a weird form?

 

 

 

 

Comments

  • SylvanSylvan Posts: 2,719

    Try import it into a 3D software?

  • Will the DForm work in the zeroed pose?

  • mtl1mtl1 Posts: 1,508

    What do you mean 'not working'? As in, it has no effect at all? That's actually kind of surprising.

    If it's just pokethrough we're talking about, do push modifiers still work?

  • NovicaNovica Posts: 23,924

    It might help to know which outfits too, so people can test them?

  • HeraHera Posts: 1,958

    There were a few from other pages + Cutting Lose for G2M and Leather Bustier & Heroic Defender for G3F.

    The things that happens when I apply a D-former is first that the field does not show (the red and yellow dots) so I cannot figure out what part of the outfit to operate. Then as I move and twist the D-former it doesn't take effect on the outfit.

    Usually I apply D-forms to fix small poke-throughts or things bending in the "wrong" direction (as if the character are standing up instead of lying down) so it's not that advanced manipulations. But when the D-former won't work I'm quite lost at what to do.

    Estroyer said:

    Try import it into a 3D software?

    Can you recommend any good, which doesn't cost a fortune?

  • Load clothing item without fitting it to character and especially without posing the character so you get what Richard mentioned, zeroed pose for the item. Create D-Formers for it and than fit the item to the character.

  • HeraHera Posts: 1,958

    Load clothing item without fitting it to character and especially without posing the character so you get what Richard mentioned, zeroed pose for the item. Create D-Formers for it and than fit the item to the character.

    Well, it won't work, because it is the poses which complicates the items and it's to adjust for them I want the D-former. To fix pokethroughs and overblends and so on. So the item has to be posed. And it used to work fine with older items but not with those newer ones. Sometimes I can delete and add an item again and then the D-former will work, but not all the time.

  • Item can be posed, just create d-former before you start posing and pose the caracter after. 

  • felisfelis Posts: 5,755

    I do not know how you have used it before.

    But are you aware that the field will be applied as if the charcter is zeroed. I.e. if the charcter has been posed as laying the filed shall still be apllied as if the character was standing. That's why others are suggesting that you apply the D-former before posing in zeroed position. You can still do the actual D-former changes after you have done posing..

  • kitakoredazkitakoredaz Posts: 3,526

    If you do not need the default sphere influence map,

     even though your figure already pozing , and morphing, then   D-former filed are far away from the mesh which you need modify,

     select D-former base, then change tool to  node weight map brush,  add  D-former weight map.

    and   color influence filed directly on to mesh, as you like.  by node weight brush.   you can adjust influence map with pozing figure. .

    more correctly.

    I like the way, maybe when I need D-former, usually my model is already pozing. and I need tweak for pose.

    for that purpose, save pose, reset pose, etc annoying , I may choose save all figure scene subset with D-former.

     

    but  D-former is  limited . it may  good for quick easy modify but not for complex work and not so flexible.

    other modelor take 3 minutes, D-former may need more work without precise . case by case, sometimes it is actually just kill your time.

    recommend , you consider to learn  hexagon or blender (Free)  next time,  when you need to use D-former

     

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  • Testing6790Testing6790 Posts: 1,091

    I actually ran into this exact problem yesterday. I loaded up a scene with existing D-formers and none of them work. Coudn't even see the field. Loaded a new one and nothing. I did my normal method of setting the field scale to be impossibly large. Still nothing. Over 10,000,000%.

  • I have had exactly this problem too!  Begins to look like a bug?  The weird thing was it was only an issue when the clothing was loaded on a particular G3F character; there was no issue when it was loaded on a base G3F with no character applied.  I had to work around it by exporting - modifying - re-importing to/from Blender, i.e. not a simple workaround.  I am afraid I forget which clothing was affected, which is silly as I could waste time running into this issue again.  Frankly it gave me screaming fits and I just wanted to move on.

  • Hi there... It's been a year so sorry for the bump but... I have the same problem. The D-Former just doesn't follow the pose of my character. At first you'd think the field doesn't exists, but when you scale it up, it starts appearing on your target. It's just that the D-Former is applied to the default pose of the target. So all you can do is apply a morph to the target at pose zeroed, and apply the pose after that. But it isn't very effective when you try to fit stuffs to other character or items i.e. (in my case) the floor.

    I'm relatively new at DAZ3D, so idk if you can add a collision fit to hair so it doesn't go through the floor (in my case still). It would be nice if the devs could fix the D-Former tool, (or tell me what I do wrong)...

  • It is now possible to use weight maps to control the DFormer, so ypou can paint on to the mesh where you want the effect to be.

    Apply the DForm as usual, placing the base at the centre of rotation or scaling if you are going to be doing that and usually making at least some change to the DForm so you can see the effect as you work - the field should usually be moved right out of the way, otherwise you will have its undesired effects baked into the map.

    1. Switch to the Node Weight Paint Brush tool and open the Tool Settings pane
    2. In Tool Settings, with the DForm selected, you should see Influence Weights listed in Available Maps - click the Add Map button.
    3. Now you can literally drag the mous across the mesh to add influence. You can also use the selection options, in the Geometry Editor tool or by the Node weight paint Brush's right-click menu, to restrict the areas that can be weighted or tools like the gradient fill, in the Node Weight Paint Brush option menu, to affect larger areas at once
  • It is now possible to use weight maps to control the DFormer, so ypou can paint on to the mesh where you want the effect to be.

    Apply the DForm as usual, placing the base at the centre of rotation or scaling if you are going to be doing that and usually making at least some change to the DForm so you can see the effect as you work - the field should usually be moved right out of the way, otherwise you will have its undesired effects baked into the map.

    1. Switch to the Node Weight Paint Brush tool and open the Tool Settings pane
    2. In Tool Settings, with the DForm selected, you should see Influence Weights listed in Available Maps - click the Add Map button.
    3. Now you can literally drag the mous across the mesh to add influence. You can also use the selection options, in the Geometry Editor tool or by the Node weight paint Brush's right-click menu, to restrict the areas that can be weighted or tools like the gradient fill, in the Node Weight Paint Brush option menu, to affect larger areas at once

    I'll have to try this. I found that items I DForm loose their shape after being parented to something. I'm still trying to figure Nodes, etc out that are in the DForm area (I have set DForm to be selected in the top right box where you normally see Scene, Rendering, etc, settings if that makes a difference as I get the idea that some people get to DForm differently and they don't see options for Spline Editing and Nodes.

    Does this mean you can simply drag things into desired shape? That would sure be great!!!!!!!!!! I'd give it a try now, but it looks like there is at least 8 hours rendering left on something I'm doing at the moment.

  • No, it isn't a full sculpting tool - it's just a mor rpecise way of targeting where the DForm will have an effect. You can do a similar thing with Push Modifiers, though you have to go to Create>Push Modifer Access Node to be able to use the weight-maps with those (since a Push Modifier doesn't create a node you can select in the scene). Both can be used to get some of the features of a sculpting tool.

  • I think I've gotten pretty accurate getting DForm affecting what I want, just takes a while. More on what I mentioned above about DForms disappearing when a clothing item is parented to the figure, I noticed that the XYZ axis are changed when setting a DForm into a group parented to something. For example, Z stopes being the front-rear axis on a car when it is put into a group named "DForms" or whatever. Same with lights. I sometimes want to move interior dome lights around and if I put them in my "Lights" group, the position transforms no longer move in the same directions as they did parented to the car.

    Ditto placing people on a bus......moving somebody up or back in the aisle after putting them in a group ("Kids") that is parented to the bus, they don't move up and back in the aisle as they did previously. But sorry to digress as this is about DForms! Is it normal, though for the Field and Effect (Base) axis to be different from each other? I noticed that the effects often transpose X for Z, or Y....something like that in Base (when actually making the DForm). Again, it may just be something related to the lethargic laptop I'm using.

  • If you are using object axes then a child can be rotated relative to its parent. If you use the Global coordinate system (in Tool settings) then the viewport widget should be consistent.

  • kitakoredazkitakoredaz Posts: 3,526
    edited November 2016

    Actually It have  not worked, about posing rigged  figure mesh which Fit to Actor.  ,,, 

    eg I move handle to X,, relative from Balse,   but the weight effected mesh  not correspond it . 

    it is about new weight D-former filed.too..    this is main reason,, I seldom recommend D-former,, without ues this tool for really rough work 

     

    Without DAZ change the way,,, D-former is not so useful tool.  The  influenced mesh movement must need to much with handle. or we can never controll about  detail easy, eg,, adjust buried hair,, with posing. or styling   

    or if there is way to corresopond handle and effected mesh movement, clear discribe it as document.

     it really need to enhance this tool.    I feel those daz editing tools are actually imcomplete.  

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