Can't adjust Odin's beard length?

davesodaveso Posts: 7,800
edited March 2018 in The Commons

this bums me out. I cannot find any way to adjust Odin's beard .. it appears to be just the one length? Anyone else try it? 
https://www.daz3d.com/odin-hair--beard-for-genesis-8-males

Post edited by daveso on

Comments

  • srieschsriesch Posts: 4,243

    I don't have it, but if there is no other option, can you use a deformer?

  • Blind OwlBlind Owl Posts: 504

    Nope, not a morph in sight. Looks as if a DFormer might be your best bet.

  • davesodaveso Posts: 7,800
    sriesch said:

    I don't have it, but if there is no other option, can you use a deformer?

    a dformer ..that is another new one for me. I'll check into that..not sure what it is, but another learning experience yes

  • srieschsriesch Posts: 4,243
    edited March 2018

    Select the beard.  (actually try this first with something more basic like a cube, just make sure it has many vertices, not just one per corner, so you can experiment and see how it works.) 

    From the menu, select Create > "New deformer".  accept the defaults.  in the scene pane, locate and expand the three deformer nodes that got created.  Select the field node, which should highlight the vertices of your object in yellow through orange-red.  Orange-red will be affected the most, yellow the least, no colored points means vertices not affected at all.  Resize/move the field to center the orange-red dots it on the part you want to deform the most.)  Then select the deformer handle itself and drag/rotate it around to deform the object.

    There's some issue with the object being at 0/0/0 vs. moved, can't remember the details.

    Post edited by sriesch on
  • Blind OwlBlind Owl Posts: 504

    You'll also find a number of video tutorials on YouTube: https://www.youtube.com/results?search_query=dformer+daz3d

  • davesodaveso Posts: 7,800
    sriesch said:

    Select the beard.  (actually try this first with something more basic like a cube, just make sure it has many vertices, not just one per corner, so you can experiment and see how it works.) 

    From the menu, select Create > "New deformer".  accept the defaults.  in the scene pane, locate and expand the three deformer nodes that got created.  Select the field node, which should highlight the vertices of your object in yellow through orange-red.  Orange-red will be affected the most, yellow the least, no colored points means vertices not affected at all.  Resize/move the field to center the orange-red dots it on the part you want to deform the most.)  Then select the deformer handle itself and drag/rotate it around to deform the object.

    There's some issue with the object being at 0/0/0 vs. moved, can't remember the details.

    will give it a try .. gotr a render cookin, but as soon as its done. yes

  • FSMCDesignsFSMCDesigns Posts: 12,843
    daveso said:
    sriesch said:

    Select the beard.  (actually try this first with something more basic like a cube, just make sure it has many vertices, not just one per corner, so you can experiment and see how it works.) 

    From the menu, select Create > "New deformer".  accept the defaults.  in the scene pane, locate and expand the three deformer nodes that got created.  Select the field node, which should highlight the vertices of your object in yellow through orange-red.  Orange-red will be affected the most, yellow the least, no colored points means vertices not affected at all.  Resize/move the field to center the orange-red dots it on the part you want to deform the most.)  Then select the deformer handle itself and drag/rotate it around to deform the object.

    There's some issue with the object being at 0/0/0 vs. moved, can't remember the details.

    will give it a try .. gotr a render cookin, but as soon as its done. yes

    It's amazing how handy a deformer is. think the Poser morph brush where you can manipulate the mesh, very similar.

  • Sven DullahSven Dullah Posts: 7,621

    After creating the deformer it's worth checking the x-translations for both the deformer field and the deformer base and resetting them to zero, they often load slightly off-center for some reason.

  • L'AdairL'Adair Posts: 9,479

    As long as you haven't made any changes with the deformer, you can move it anywhere you want. I find it very unhelpful it loads dead center of the object, and move it via the parent to a position where I can actually see it while I make changes. Once you've made changes via the deformer, moving the parent will also move the deformation.

    The Sphere @sriesch mentions is loaded by default. and encompasses the entire object. As mentioned, changes will be the strongest in the center, weakest at the outside edges and displayed from red to yellow. The sphere is good when you need a sledge-hammer approach. If you need a "tack hammer" instead, you can use weight maps. In Parameters, there is an Influence setting that lets you change between Sphere and Weight Maps. If you choose to use weight maps, don't move or resize the sphere.

  • Sven DullahSven Dullah Posts: 7,621
    L'Adair said:

    As long as you haven't made any changes with the deformer, you can move it anywhere you want. I find it very unhelpful it loads dead center of the object, and move it via the parent to a position where I can actually see it while I make changes. Once you've made changes via the deformer, moving the parent will also move the deformation.

    The Sphere @sriesch mentions is loaded by default. and encompasses the entire object. As mentioned, changes will be the strongest in the center, weakest at the outside edges and displayed from red to yellow. The sphere is good when you need a sledge-hammer approach. If you need a "tack hammer" instead, you can use weight maps. In Parameters, there is an Influence setting that lets you change between Sphere and Weight Maps. If you choose to use weight maps, don't move or resize the sphere.

    Sorry but I don't really get what you mean:) Since the deformer base is the center of rotation and scaling, having it offset along for example the x-axis can produce assymetrical results, which of course is fine if that's what you want.

  • L'AdairL'Adair Posts: 9,479
    L'Adair said:

    As long as you haven't made any changes with the deformer, you can move it anywhere you want. I find it very unhelpful it loads dead center of the object, and move it via the parent to a position where I can actually see it while I make changes. Once you've made changes via the deformer, moving the parent will also move the deformation.

    The Sphere @sriesch mentions is loaded by default. and encompasses the entire object. As mentioned, changes will be the strongest in the center, weakest at the outside edges and displayed from red to yellow. The sphere is good when you need a sledge-hammer approach. If you need a "tack hammer" instead, you can use weight maps. In Parameters, there is an Influence setting that lets you change between Sphere and Weight Maps. If you choose to use weight maps, don't move or resize the sphere.

    Sorry but I don't really get what you mean:) Since the deformer base is the center of rotation and scaling, having it offset along for example the x-axis can produce assymetrical results, which of course is fine if that's what you want.

    When you load a dForm, it adds three parts to your scene, parented to the object you want to deform: the Base, the actual deformer, and the field. For example, the defaults for the first deformer will be: D-Former_1_Base, D-Former_1, and D-Former_1_Field. Because D-Former_1 is parented to D-Former_1_Base. it's transforms are all "0" in relation to the parent. If you move the base while D-Former_1 is still zeroed out, the vertices selected by D-Former_1_Field are not affected.

    The moment D-Former_1 is no longer zeroed out, moving the base will also affect the selected vertices. I was moving the base, and therefore the D-Former, long before I was told I "couldn't move the base."  So I tested it and found moving the base did change things, but only after I'd moved the deformer, which apparently I had never done before that point.

     

  • davesodaveso Posts: 7,800

    yikes..well 1st, I need to find the dform menu .. and figure out the steps... and all the nodes..i dont see nodes .. what to do with the yellow thing? ... 

    maybe I'll sleep on it. 

  • srieschsriesch Posts: 4,243
    edited March 2018

    The menu is just the main DAZ Studio menu, same place you would go to create a new primitive, camera, light, etc.

    The nodes are in the Scene pane.

    Don't know what the yellow thing is you are referring to, possibly the deformer handle that looks like a top?

    screenshot, dformers.png
    361 x 883 - 193K
    Post edited by sriesch on
  • davesodaveso Posts: 7,800

    well, i got this ... tried cube first with a ton of segments ... ????
    anyway, thats the beard .. but i have no idea how to move anything or change the mesh ... will need to read about this or find a tut. on youtube ... 

    dformer.jpg
    1321 x 696 - 695K
  • srieschsriesch Posts: 4,243

    To distort it, in the Scene pane, click on the node called "D-Former_1".  That's basically a handle.  Drag it down, your mesh should get stretched/moved down, etc. 

    However, if you try to stretch the entire beard downward, it's probably going to pull off the figure's face.  so, you would want to first move/resize the "D-Former_1_Field" node (to move the affected area) so that it only covers the bottom of the beard.  That way, when you stretch the beard, you'll only stretch the bottom half, while the top and middle remain unaffected and anchored to the face.

  • davesodaveso Posts: 7,800
    edited March 2018

    i just couldnt go to bed without figuring this out...watched a video .. and my 1st attempt.... now to mess around and fine tune..i see many possibilities

    odin beard long2.jpg
    1004 x 1763 - 3M
    Post edited by daveso on
  • davesodaveso Posts: 7,800
    edited March 2018

    THANK YOU for the pointers on dformers. WOW !!! mighty powerful and nice...and $$$$ saving too smiley

    you can do it 

    Post edited by daveso on
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