to correct the distortion in props

va-silyva-sily Posts: 52
edited October 2013 in New Users

I have created a 3d model - a helmet, fastened it to a model of Victoria, but when the turn of the head, the horns are attached to the shoulders, how do I fix that would have horns and helmet were one and not distorted?
example in the screenshot

Image removed

Post edited by Richard Haseltine on
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Comments

  • Richard HaseltineRichard Haseltine Posts: 108,070
    edited December 1969

    You need to use the Polygon Group Editor to select the horns - you may be able to do that simply by clicking the + next to the name of their surface in the Tool Settings pane with the tool active, if you have material zones set up for the model - then switch to the Weight Map Brush Tool with the head of the helmet as the active group select each map in turn in the Tool Settinsg pane, right-click on the model, select Fill Selected faces, set the value to 1, and click Accept.

  • va-silyva-sily Posts: 52
    edited October 2013

    I did as you said. but the result is the same. Am I doing something wrong. You can write a step by step the whole process?

    Image removed

    Post edited by Richard Haseltine on
  • Richard HaseltineRichard Haseltine Posts: 108,070
    edited December 1969

    I can't read those screenshots - please post them as four full sized images instead of shrunk to fit a single image (that appears to be Windows 7, in which case you can use the Snipping Tool to be selective about what you show). Also please switch to smooth shaded view or give the figure some clothing to obey the rules on nudity.

  • va-silyva-sily Posts: 52
    edited October 2013

    Thank you for your attention, sorry for the nudity, attached screenshot, look what I'm doing wrong?

    Post edited by va-sily on
  • JaderailJaderail Posts: 0
    edited October 2013

    That is NOT a Full sized screen shot. He asked to see ONE full sized Image for EACH step you did. So it will be Many Different Image files. You can post 5 at a time here in the forums if you use the buttons below.

    Its Choose File, Preview post, the image will not show but list, then Choose file and Preview post up to 5 times or your file size reaches 9999Kb one. So 5 files below 9999Kb can be added at one time to each post you make here.

    I hope this helps.

    Post edited by Jaderail on
  • va-silyva-sily Posts: 52
    edited October 2013

    Hurrah I understood, thank you very much for your help!

    Post edited by va-sily on
  • va-silyva-sily Posts: 52
    edited October 2013

    Hurrah I understood, thank you very much for your help!

    Post edited by va-sily on
  • va-silyva-sily Posts: 52
    edited December 1969

    I'm sorry, but I have another problem, I used a prop helmet to genesis, but when I do morph michael 5 hero, the horns are broken ---- how to fix it?

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  • Richard HaseltineRichard Haseltine Posts: 108,070
    edited December 1969

    You can assign a rigidity map to the horns, which tells DS to treat them as a unit when creating morphs (it doesn't affect posing, so it wouldn't have helped with your original issue, and it doesn't affect custom morphs you load with Morph Loader). Select the polygons of the horn (you may want to grow the selection into the mount, not just the horn itself), then right-click with the Polygon Selection Tool and from the menu pick Polygon Assignment>Create Rigidity group and give it a name. Now seelct a polygon near the top of the horn and again right-click and this time set Polygon Assignment>Assign to Rigidity Group as reference>Your rigidity group. That will cause the horn to be morphed as the reference polygon is, so if the morph pushes the polygon out the whole horn should follow. repeat for the other horn. Now go to Edit>Figure>Clear Generated Morphs to get rid of the bad Michael 5 morph.

  • jestmartjestmart Posts: 4,449
    edited December 1969

    Why not just leave it as a Prop, there is nothing that needs to bend with figure so it doesn't really need rigging.

  • va-silyva-sily Posts: 52
    edited December 1969

    Thank you all very much for your help and attention, for the speed in responding to questions in your work!!!

  • va-silyva-sily Posts: 52
    edited December 1969

    Hi, I did as you said, but now there is a new problem-formed the deformation of of the horns. Tell me how to fix this? One more question, I want to make my helmet fit for any character and not distorted, how?

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  • Richard HaseltineRichard Haseltine Posts: 108,070
    edited December 1969

    Did you include those areas when you created the Rigidity group?

    To fit other morphs using the same base figure you would need to rely on the automatic morph generation, or to create your own morphs (with the same internal name, which you can get from the Parameter settings on the morph). To make it work on different base figures you would need to make it a prop, not a figure, and create morphs or pose presets to adjust it to fit.

  • va-silyva-sily Posts: 52
    edited December 1969

    Thanks for the reply, I will try to do something right. I hope you tell me more in the future if there are problems!

  • va-silyva-sily Posts: 52
    edited December 1969

    hi, can you tell me why after rendering is not visible figure?

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  • Design Anvil - Razor42Design Anvil - Razor42 Posts: 1,249
    edited December 1969

    What type of file are you using for the transmap?
    Is the object its on a primitive plane?
    Try moving the camera/view back a little as sometimes objects to close to the camera may be clipped.
    In the render status window were there any errors?

  • va-silyva-sily Posts: 52
    edited December 1969

    Razor 42 said:
    What type of file are you using for the transmap?
    Is the object its on a primitive plane?
    Try moving the camera/view back a little as sometimes objects to close to the camera may be clipped.
    In the render status window were there any errors?

    thank you, the problem is solved, the whole thing was in imposing uv map

  • Richard HaseltineRichard Haseltine Posts: 108,070
    edited December 1969

    Check that Visible in render is set to On in the Parameters pane.

  • va-silyva-sily Posts: 52
    edited December 1969

    Check that Visible in render is set to On in the Parameters pane.

    thank you, the problem is solved, the whole thing was in imposing uv map
  • va-silyva-sily Posts: 52
    edited December 2013

    hi,
    I made ​​a model of the apron, made ​​the bones and assign to the polygons, but changes legs, apron follows it, why? how to fix right?

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    Post edited by va-sily on
  • Richard HaseltineRichard Haseltine Posts: 108,070
    edited December 1969

    It looks as if some edge vertices are still weighted for the thigh bones - if you select the thigh and look at the map (side-to-side would be z rotation) are there any red areas?

  • va-silyva-sily Posts: 52
    edited December 1969

    Yes, there are red areas in the thigh, how to remove it?

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  • Richard HaseltineRichard Haseltine Posts: 108,070
    edited December 1969

    Assuming you have normalisation set to Auto it should be enough to select those areas, with the front# bone selected, and fill the weight map with a value of 1 (or with a gradient or blend, depending on how there relate to the existing weights). You could also try filling the thigh (and shin) maps with 0 first to make sure there was a blank canvas.

  • va-silyva-sily Posts: 52
    edited December 1969

    Assuming you have normalisation set to Auto it should be enough to select those areas, with the front# bone selected, and fill the weight map with a value of 1 (or with a gradient or blend, depending on how there relate to the existing weights). You could also try filling the thigh (and shin) maps with 0 first to make sure there was a blank canvas.

    I'll try. thanks for the answer!
  • va-silyva-sily Posts: 52
    edited December 1969

    hello, tell me how to fix faults which are obtained by rotating the object

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  • Richard HaseltineRichard Haseltine Posts: 108,070
    edited December 1969

    Could you show the wireframe view of the mesh please, so we can see how the division relate to the weights.

  • va-silyva-sily Posts: 52
    edited December 1969

    before that I removed the weight map from the thighs

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  • Richard HaseltineRichard Haseltine Posts: 108,070
    edited December 1969

    Looking at the wireframes you can see that almost all of the movement is being accommodated by one row of polygons, with just a little of it on the rows above and below. You almost certainly need to smooth the weighting across more rows to get a smooth bend, though for something as wide as this getting a nice result with side-to-side may be tricky.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    Is the large rectangular item and the tapering one from the top of the page the same thing?

    Are you making it tapered with a transmap?

    If it is, you are rigging/moving/folding a lot of unnecessary geometry. Model it closer to the actual shape you want and you'll probably have fewer problems with it distorting when moving.

  • va-silyva-sily Posts: 52
    edited December 1969

    Thanks for answers, I will try

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