Remember Deformers?

I used to use Deformers a lot, in the days before dForce, but now I want to use it again I can't remember one thing. How do I enhance the colours of the intensity dots? I have great difficulty seeing them in the usual way. I know I found a way to sort out this problem but darned if I can remember. I apologise for making a simple request like this, it isn't something I'd normally do. Normally I'd just look it up on a Forum, but this search machine is enough to drive you to drink.

Hope someone can help me out. Cheers Gray

Comments

  • Richard HaseltineRichard Haseltine Posts: 108,278

    In the parameters pane there are the settings for the display of strength.

  • Okay Ta. I found that and pushed it up to 100%, but still no sign of the Dots! Could I have switched them off somehow?

    I never had this problem before, and am in a bit of a quandary over this one. Do you think there is something I'm doing that was obvious not to?

  • Just to add to the above. The Deformer has absolutely no effect of the primitive when moved??

    I'm going to have to watch the videos again, I must be missing something, although I have it all written down from the last time I used them, just to keep it simple?

  • Okay now. Tried it on another copy of the same piece of clothes and it works. It just wouldn't work on the original piece or the Primitive for some reason?

    So all I got to do now, is get it to do, what I want it to do, but at least it's not likely to crash my machine like dForce does quite frequently.

    Thanks for your interest.

  • Richard HaseltineRichard Haseltine Posts: 108,278

    Yes, if you don't see anything that indicates that the dForm isn't applying for some reason.

  • SpottedKittySpottedKitty Posts: 7,232

    How many divisions were there on your test primitives? D-Formers work by pushing around an object's vertices — the lines joining points, making up square or triangular shapes called polygons. Vertices and polygons can't be curved, they must be straight, so if your primitive is created with the bare minimum of divisions, then there's literally nothing for the D-Former to move. Try using a decent number of divisions, ten or twenty or more.

    BTW, are you still not seeing the intensity dots? That's tied to the number of divisions; the dots appear where vertices join, so if your primitive doesn't have any divisions and hence no internal vertices apart from its own edges... that's why.

  • JD_MortalJD_Mortal Posts: 760
    edited April 2018

    The dformer alters every point, not the lines. The lines are calculated between points. They don't exist, in reality. They are just a representation of where the edge of the textures are stopping, or the connections between those points, creating the triangle surfaces.

    However, the dformer is still buggy, and getting worse. Chance are, like with most cases, the actual influence is NOT anywhere near where the globe represents it. Primitives are still buggy too. They import with non-zero locations and bones, which is just odd, and bad programming. The deformer is real touchy about NOT being on a bone that is perfectly 0,0,0 on all translations. If it is not, then it is guess-work, trying to figure-out where the actual influence is at, in relation to the globe.

    I personally suggest that you add a weight-map, then ditch/delete the globe. It is garbage for setting manipulations, because there are no controls to actually adjust the weights. Also, be sure that you don't hide the manipulation "TOP" thing. If you hide that, it also hides the weights. Which is annoying because that stupid thing is always in the way. It needs to be in another location, other than right in the middle of the area you are attempting to manipulate. Again, it is just a horrible tool/setup to use, for manipulation. Perhaps one day they will just put real manipulation tools in here, that work correctly.

    I use dformers all the time, because they are still great for fixing all the buggy models and bends that daz creates. :)

    Post edited by JD_Mortal on
  • SpottedKittySpottedKitty Posts: 7,232

    <headdesk> I always get those the wrong way round...

  • Richard HaseltineRichard Haseltine Posts: 108,278

    dFormers work on the mesh in its zero state. That is not a bug, though I won't deny that it is inconvenient and that working with weight maps can be more manageable.

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