Question about deforming/smoothing

I'm trying to render a simple still image but I'm running into a problem that I cant find the way around. (pictures attached)

I'm trying to do a deform or smooth at the collision of DazDog's claws and skin, however it seems that this isnt possible.  I looked at the skeleton and while it looks like they are rigged as bones, i'm guessing that for collisions they arent... or something else is going on behind the scenes that i dont know about.

So how can I accomplish the indentation of skin for this?  I've tried using a deformer, I've watched a bunch of youtube videos on it, but it seems that they are either A) using an old version where the interface looks different so I cant figure out how to get the deformer tool that's shapped like a top... or B) they're explaining it as if you already know how to do it... so they are skipping over a ton of stuff.  It seems like the deformer isnt really meant for very small use, every example I've seen has been something large.

Am I missing something key here? I wouldnt think it would be this difficult to create a few little dimples in skin... but for the life of me I cannot manage to get it to work.

Comments

  • Switch the preview to one of the Wire... modes - you can move only the crossing points of the bold lines with deformers, theer simply are not enough of them in the arm for what you want.

  • Switch the preview to one of the Wire... modes - you can move only the crossing points of the bold lines with deformers, theer simply are not enough of them in the arm for what you want.

    Thanks for the reply.  Is there a way to edit a model to add more of these mesh points, or to edit a model by adding a finer mesh?  Sorry if that's a dumb question, I've just started to learn 3d rendering with Daz.  I've done some minor 3d printing before, so I'm somewhat familiar with the idea of manipulating a mesh in 123D... just have no idea how to thats done or if its even possible in Daz.

  • It's possible, but not in a way that is convenient - increasing the density of the mesh will hae an impact on the way it bends, and depending on the tool used you might find it awkward to convert the morphs to the new resolution.

  • RGcincyRGcincy Posts: 2,862

    You may be able to use dForce to accomplish what you want. This Skin Indentation tutorial walks you through the steps. For the finest detail, you need to do as Richard suggests and export the posed figure at a higher resolution so there are enough polygons to work with (a later part of the same tutorial), but you may be able to accomplish the look you want with just the base resolution.

  • RGcincy said:

    You may be able to use dForce to accomplish what you want. This Skin Indentation tutorial walks you through the steps. For the finest detail, you need to do as Richard suggests and export the posed figure at a higher resolution so there are enough polygons to work with (a later part of the same tutorial), but you may be able to accomplish the look you want with just the base resolution.

    That tutorial seems to be based around simulations, will that work for a single still image?  Or will I have to create a simulation in order to get the single frame I want?

     

     

    It's possible, but not in a way that is convenient - increasing the density of the mesh will hae an impact on the way it bends, and depending on the tool used you might find it awkward to convert the morphs to the new resolution.

    Thanks for the info, I'll do some more searching and see what guides I can find on that.

  • RGcincyRGcincy Posts: 2,862

    That tutorial seems to be based around simulations, will that work for a single still image?  Or will I have to create a simulation in order to get the single frame I want?

    Yes, it works for a single still. Run a 30-frame animated simulation and then choose the frame you want to render. Typically it's the last frame but sometimes an earlier one gives a better look. You can also export the figure with the indentation simulated and import it back as a morph but that's more work than you likely need. 

  • RGcincyRGcincy Posts: 2,862

    I gave it a try and here's a render of a dog's paw pressing into the skin of a leg. If you want more detail, you'd have to export the woman's figure without any indentation and in the desired pose at a higher resolution.

    dForce dog skin indentation.png
    600 x 600 - 663K
  • SixDsSixDs Posts: 2,384

    If you are satisfied with a simple indentation from the dog's paw, a quick and simple solution without resorting to Dformers or DForce would be to simply enable smoothing and collision on your female figure, then set the collision object in the parameters tab to the dog. Placing the dog's paw on the leg so it sinks in will create a depression in the leg. You can adjust the collision iterations if necessary.

  • RGcincy said:

    I gave it a try and here's a render of a dog's paw pressing into the skin of a leg. If you want more detail, you'd have to export the woman's figure without any indentation and in the desired pose at a higher resolution.

    Thanks for the input!  I also saw this today in the store: https://www.daz3d.com/mesh-grabber  I'm thinking I might be able to use it but in reverse.  When I get time next week I'm going to test it out.  It may do just what I need. 

     

    SixDs said:

    If you are satisfied with a simple indentation from the dog's paw, a quick and simple solution without resorting to Dformers or DForce would be to simply enable smoothing and collision on your female figure, then set the collision object in the parameters tab to the dog. Placing the dog's paw on the leg so it sinks in will create a depression in the leg. You can adjust the collision iterations if necessary.

    I tried doing a smoothing modifier.  It doesnt really do anything, even when I cranked it up there was little to no effect.  I'm guessing its due to the way the dog paw/claws are rigged.  Because nothing I tried worked.  That's why I asked about doing a deformer.

  • SixDsSixDs Posts: 2,384

    When you apply a smoothing modifier, you get not only the actual smoothing parameter added to the parameters, but you also get a collision parameter as well. It is the collision parameter that you want to use - you specify a collision item (dog) and then adjust the collision iterations to taste. Ignore the smoothing parameter.

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