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Ok, never mind, I was being stupid.
When simply importing an obj and using transfer utility to rig it to a figure, the merge hierarchies does not work since, technically, the obj has no bones yet, no hierarchy. The obj has to be set up first using the figure setup pane, then TU works fine merging the hierarchies.
As for my other question, since I got TU working like I wanted, I am going with the extra bones option, not rigid follow nodes.
Please carry on continuing to ignore me. ;P
If I bring a prop into Daz Studio, and use the Transfer Utility to convert it to a "fitted" item, does this mean that rigidity groups will not work correctly for it, no matter what I do?
Even if I try Geometry Assignment -> Rigidity Group Editor, and turn off scaling for all axes?
If that's the case, then what's the purpose of Rigidity Groups, as non-fitted props are already rigid?
All scaling has been turned off, yet the vertices assigned to this rigidity group still gets crushed like a tin can when morphed.
Have you tried just using the default settings, not going into the editor? Exactly what are you trying to use the rigidity against?
You can see this happening with any DS primitives.
Create -> New Primitive -> Sphere.
Load Genesis 8 base female.
Assets -> Transfer Utility -> Genesis 8 female (source), Sphere (target).
After the sphere is fitted, use any morph that changes the character's height, and the perfect sphere gets crushed.
Assign the sphere's vertices to a rigidity group, and the sphere still gets deformed.
So I come to conclusion, why use rigidity groups at all?
I went through this a while back as you can see that this is a thread I started here. I thought if I had a rigidity group set up then that area would stay stiff and would not deform. That's really not the case I guess. It's allot to get your head around since you see they named it "rigidity" but even set up correctly your still going to get some deformation...
I think on the previous page I had an example of a belt buckle that was supposed to stay round but when the character was posed in a "flight" pose the belt buckle deformed into an egg shape.... So then I had to learn how to create a Rigid Follow Node, which wasn't all that hard but still seems strange to me to have a part of my mesh saved out as a prop and that loads up with the original so it stays the shape I expect it to.
I imagine in DAZ Studio 5 they may have all that worked out finally but I imagine we are a LONG way off from DS5 since there is that little recompiling all the plugins and scripts so they all work so I think DAZ is avoiding that major point change for as long as they can.
Hope that helps you, just follow the link if you think it will!
Thanks, that actually worked much better. There was a lot of unnecessary steps since I already had a static prop (didn't have to export or import anything), and my prop attached directly to the Genesis body. I try to summarize using DS primitive:
Create -> New Primitive -> Sphere.
Load Genesis 8 base female.
Tools -> Geometry Editor.
Select some faces on Genesis body.
Geometry Assignment -> Create Rigid Follow Node from selected. This creates a new node in your Scene hierarchy. Call it "rigid_follow".
Parent the sphere to "rigid_follow".
Parent the "rigid_follow" to closest Genesis body bone.
Done!