Splitting moveable parts of a single figure?

ScavengerScavenger Posts: 2,674

I'm working on a set...converting it from Poser to daz/iray for distribution.

 

It is a room, made of a single figure..all the different parts are bones..the walls, the furnature the floors, the ceilings.

Two of the bones form the top and bottom of a clam shell.   In the full version, there's controls that open and close the shell.

I would like to split these two parts off to make a seperately loadable prop, keeping the controls/moveability if possible.

 

IF I hide everything but those two bones and export/import an obj, I get just the clam shell, but it's non moving. I could go and do new rigging, though I'd prefer it if I could avoid that.

Any advice?

Comments

  • Richard HaseltineRichard Haseltine Posts: 108,068

    Is it still usign parametric rigging or have you set it up with weight-mapped rigging? If it's still paramtetric, import the original into Figure Setup from the scene, then import the stripped-down OBJ into the geometry panel there and replace the original geometry with it, remove the unneeded bones, change the name, check the modify seelcted figure option at bottom left, and click the big button (I can't recall its label in the modify mode) to create a new, simplified figure. If it's weight-mapped try using the Transfer Utility to rig the reduce mesh.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,083

    on the latter I do this all the time to export stuff as FBX rigged props

    attack with polygon editor hiding and deleting unwanted mesh

    use the bone editor, the little bone with wings tool right click edit delete bone

    save as support asset new name in an different folder

  • ScavengerScavenger Posts: 2,674

    Thanks.

    BONE EDITOR...that might be what I was looking for and failing in this plan.

  • ScavengerScavenger Posts: 2,674

    Is it still usign parametric rigging or have you set it up with weight-mapped rigging? If it's still paramtetric, import the original into Figure Setup from the scene, then import the stripped-down OBJ into the geometry panel there and replace the original geometry with it, remove the unneeded bones, change the name, check the modify seelcted figure option at bottom left, and click the big button (I can't recall its label in the modify mode) to create a new, simplified figure. If it's weight-mapped try using the Transfer Utility to rig the reduce mesh.

    Hmm.. the controls all went away...have to keep plugging on it...

  • ScavengerScavenger Posts: 2,674

    What I found worked best was to zap the unwanted polygons, then  convert to tri-ax, use the Joint Editor to arrange the bones how I wanted, delete the ones I didn't need, and carry on from there.

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