Can you turn off geo-grafting?

xjadexxxxjadexxx Posts: 43
edited December 1969 in The Commons

I am trying to do work with geo-grafted add-ons, and the adjusted texture maps are turning out to be a bigger investment than I anticipated. I thought that doing a feathered transparency map would make it a quicker task, but geo-grafted items replace geometry, instead of fitting to it, so transparency just creates a hole in the base model.

Question: Is there a way to fit geo-grafted items to a base model without it...geo-grafting? To turn off the geometry replacing facet of the items, and have it autofit like clothing instead.

If this is possible, then I could fit the geo-grafted item and use transparency maps to reveal the underlying texture, so blending will be easier.

Thank you for your help.

Comments

  • icprncssicprncss Posts: 3,694
    edited December 1969

    Probably with a lot of hacking of figure files. Problem is the geo-grafted part is not simply a conforming add on. Parts of it replace geometry on the model it is grafted to.

  • SickleYieldSickleYield Posts: 7,649
    edited January 2014

    In the individual geograft, go to the Polygon Group Editor. It looks like a pencil hovering in front of some squares.

    Right-click in the viewport and choose Polygon Selection -- Select All.

    Right click again and choose Polygon Assignment -- Set Graft Faces For Fitted Figure.

    Save to library. Change all the names so that you don't overwrite the original just in case, for e.g. if it's Raw's Medusa tail use Raw_MedusaNoGeo instead of Raw_Medusa. Use File--Save As--Support Assets--Figure/Prop Asset, not any other option.


    This will "break" the geograft while retaining other rigging features of the item. I should know, I've done it by accident on my own projects enough times. :-)

    Post edited by SickleYield on
  • icprncssicprncss Posts: 3,694
    edited December 1969

    In the individual geograft, go to the Polygon Group Editor. It looks like a pencil hovering in front of some squares.

    Right-click in the viewport and choose Polygon Selection -- Select All.

    Right click again and choose Polygon Assignment -- Set Graft Faces For Fitted Figure.

    Save to library. Change all the names so that you don't overwrite the original just in case, for e.g. if it's Raw's Medusa tail use Raw_MedusaNoGeo instead of Raw_Medusa. Use File--Save As--Support Assets--Figure/Prop Asset, not any other option.


    This will "break" the geograft while retaining other rigging features of the item. I should know, I've done it by accident on my own projects enough times. :-)

    Ooopsie!

  • xjadexxxxjadexxx Posts: 43
    edited December 1969

    In the individual geograft, go to the Polygon Group Editor. It looks like a pencil hovering in front of some squares.

    Right-click in the viewport and choose Polygon Selection -- Select All.

    Right click again and choose Polygon Assignment -- Set Graft Faces For Fitted Figure.

    Save to library. Change all the names so that you don't overwrite the original just in case, for e.g. if it's Raw's Medusa tail use Raw_MedusaNoGeo instead of Raw_Medusa. Use File--Save As--Support Assets--Figure/Prop Asset, not any other option.


    This will "break" the geograft while retaining other rigging features of the item. I should know, I've done it by accident on my own projects enough times. :-)

    Thank you for the guide. I seem to be missing something...
    I load Genesis, I load the tail and it is fitted, I select the tail with the poly tool, select all, and when I go to Set Graft Faces..., a small window opens "Select an Item", which has Genesis highlighted, and it cannot be unhighlighted. I accept and save it off, but it still acts like a geografted item. Can you identify what I am missing? Thank you for helping with this!

  • SickleYieldSickleYield Posts: 7,649
    edited December 1969

    Did you delete and reload from library?

  • xjadexxxxjadexxx Posts: 43
    edited December 1969

    Yes indeed, multiple times in case I executed the steps incorrectly

  • SickleYieldSickleYield Posts: 7,649
    edited December 1969

    xjadexxx said:
    Yes indeed, multiple times in case I executed the steps incorrectly

    You're right, darnit. I thought we'd successfully broken the graft when that was just the effect of it disappearing in Polygon Group Editor mode. Let me play with this a bit more.

  • marblemarble Posts: 7,500
    edited October 2015

    In the individual geograft, go to the Polygon Group Editor. It looks like a pencil hovering in front of some squares.

    Right-click in the viewport and choose Polygon Selection -- Select All.

    Right click again and choose Polygon Assignment -- Set Graft Faces For Fitted Figure.

    Save to library. Change all the names so that you don't overwrite the original just in case, for e.g. if it's Raw's Medusa tail use Raw_MedusaNoGeo instead of Raw_Medusa. Use File--Save As--Support Assets--Figure/Prop Asset, not any other option.


    This will "break" the geograft while retaining other rigging features of the item. I should know, I've done it by accident on my own projects enough times. :-)

    Wow - after all this time thinking there was no solution to the gaping hole when I hide (toggle the visibility "eye") M5 gens, I stumble across this neat trick. Thank you SY, it works perfectly for me.

    EDIT - ahh, sorry. I spoke too soon. As soon as a texture is applied the gaping hole reappears :(

    Post edited by marble on
  • marblemarble Posts: 7,500
    marble said:

    In the individual geograft, go to the Polygon Group Editor. It looks like a pencil hovering in front of some squares.

    Right-click in the viewport and choose Polygon Selection -- Select All.

    Right click again and choose Polygon Assignment -- Set Graft Faces For Fitted Figure.

    Save to library. Change all the names so that you don't overwrite the original just in case, for e.g. if it's Raw's Medusa tail use Raw_MedusaNoGeo instead of Raw_Medusa. Use File--Save As--Support Assets--Figure/Prop Asset, not any other option.


    This will "break" the geograft while retaining other rigging features of the item. I should know, I've done it by accident on my own projects enough times. :-)

    Wow - after all this time thinking there was no solution to the gaping hole when I hide (toggle the visibility "eye") M5 gens, I stumble across this neat trick. Thank you SY, it works perfectly for me.

    EDIT - ahh, sorry. I spoke too soon. As soon as a texture is applied the gaping hole reappears :(

    No - even more odd. I reloaded a base Genesis and added the newly-created prop and, even without texture, the hole is back. The prop seems to revert to geo-graft mode which is a pity because I now have to go back to using 3rd Party props which don't match nicely.

  • I haven't managed to find a way to turn geoGrafting off, or even to remove faces from the AutoHide group (which is the bit that makes invisible). A feature request might be warranted.

    The Daz solution to merging is a Geoemtry Shell with its own materials and modified UVs - see the Creature Creator Add-ons for G2F for an example, or the Lilith add-ons I think.

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