How can I split Dforce Peasant Dress into two Figures: Bodice & Skirt?

The guy who made this figure decided to put the Bodice & Skirt all into ONE figure.   I only want to use the Bodice/Blouse (Top), not the skirt.

I could make the skirt transparent, but that skirt takes up a lot of memory. Is there anyway to delete parts of a clothing figure? In this case I want to delete the skirt.  

The apron is separate (thank god), but I wish the skirt was separate too.

Comments

  • You can select the unwanted areas with the Geometry Editor tool, then right-click>Geometry Editing>Deleted Selected (as I recall the names). I would use File>Save As>Support Assets>Figure/Prop Asset to save the modified version, as things like morph following   can be odd with embedded assets (and also if it's the same asset you can't also load the full outfit into the scene without conflicts).

  • tj_1ca9500btj_1ca9500b Posts: 2,057
    edited January 2020

    Yeah, following up on Richard's suggestion, you can go to Geometry Editor, Select the asset, right click on it and choose the marquee selection tool, then drag mostly up to the point where you want to hide/delete say the skirt, and then right click again and choose hide selected polygons.  Then right click again, choose drag selection to fine tune select the rest of the polygons using the same method.  If you 'goof' you can choose 'show all polygons' and start over.

    Once you are satisfied with your hiding efforts, right click again, and then choose 'delete hidden polygons'.  That will remove said polygons from said model.  At that point you can save as a prop asset if you want, or just save it as a scene .duf file, or maybe as a scene subset, to keep your work.

    Another option might be to import into Hexagon, then choose the material area that contains the skirt, if it's broken down into a separate area, with the 'faces' option selected and then just delete the polygons there.  Then re-import it into daz.  Sometimes, Daz will ask you if you want to make a morph or a prop.  I usually just go with prop, but morph might work too, I don't really know.  If you can use the 'morph' option to modify the existing item and if said morph deletes the missing polygons, that would be pretty cool as then you'd keep the other shaping adjustment morphs for your item, but I'm guessing it's not that easy.  Others can comment on this idea...

    If you re-import from Hexagon as a prop, at that point you need to do a bunch of stuff to get it to work as a clothing item again, and you probably will lose the shaping/adjustment morphs in the process, so I'd imagine that's not the preferred option.  There might be an easy way to 'retain' those morphs, others in the know can comment as appropriate.

    Post edited by tj_1ca9500b on
  • FlortaleFlortale Posts: 611

    Thanks, the geometry editor worked perfectly.  I can't believe how powerful DAZ Studio is.  They're light years ahead of Poser.  If only they could adopt an Unreal Engine style level of rendering performance, then it'd be flat out amazing, because IRAY renders take so damn long, yet Unreal Engine can render with almost as good quality in less than a second.

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