Can someone walk me through weight mapping a shirt?

Oso3DOso3D Posts: 15,085

Ok, so there have been a lot of discussions and stuff thrown around about rigidity, following, weight mapping, etc. And while I have a hazy idea of how they relate, the brass tacks are lost in the howling void of Daz3D's anemic documentation.

 

Sooooo... can anyone walk me through a simple case of 'changing the weight mapping on the buttons of a shirt'?

(My end goal is learning to change how parts of outfits distort, but for now, I need the basic primer version)

 

I've managed to open the Node Weight panel, but I have no idea what any of the options do, exactly, or which one I should be using, or how to use them, or... ... ugh.

 

Comments

  • larsmidnattlarsmidnatt Posts: 4,511
    edited October 2015

    I just used the one or two weight mapping documents to figure it out. Each bone has some control of some part of the mesh, some bones share control of some areas with others. You paint/erase control and the colors change accordingly. 

    I never know for sure if I want it to only be X, Y or Z control, so initially I paint all three of them uniformly. At least to get started painting them uniformly should get you started. Which docs did you reference?

    Its a bit easier to deal with if you have the scene tab open on a different tab than the tool settings tab. This way you can select bones in the scene tab more easily when you need to change areas.

    Post edited by larsmidnatt on
  • Oso3DOso3D Posts: 15,085

    This document:
    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_mapping_a_figure/start

     

    As for the rest... I ... don't understand almost anything you said. Bones?

    Eh, maybe I'll just stick to placing button props or whatever.

     

  • Oso3DOso3D Posts: 15,085

    As usual, I wish we could all chip in to get a decent tech writing team to actually document this software. I suspect there's a good 80% of Daz Studio I'm not using because I don't have even the slightest clue how.

     

  • larsmidnattlarsmidnatt Posts: 4,511
    edited October 2015

    that is one of the guides i used as well. the idea is when u rig an item to a figure it inherits at least some of the bones from the figure. this is how it knows to follow the figure(kinda sorta)

    so when the characters left arm moves, the left arm bone in the shirt moves(as well as any piece of the cloth influenced by that bone) . same concept applies to the figures skin and its bones. weight mapping sets how much influence a bone has over an area.

    Post edited by larsmidnatt on
  • ronmolinaronmolina Posts: 118

    There is a couple of tuts you can buy in the store for this.

  • Oso3DOso3D Posts: 15,085
    edited October 2015

    Video tutorials?

    Edit:

    Enh, I think, given how poorly stuff like rigidity apparently works even if you know what you are doing, I'm going to save myself the time and stress and just stick to the fitting adjustment solutions I have (Supersuit, Ultra BodySuit, Fit Control).


    (just feeling demoralized recently with this and stuff about Blender and so on. At least I have solutions that work well enough)

     

    Post edited by Oso3D on
  • larsmidnattlarsmidnatt Posts: 4,511

    bones control can be specified on a per axis basis when using triax weight mapping(genesis 1/ 2) other generations may use different weight mapping solutions. but u use g1 g2 so thats all that matters for now.

    so if u have a piece that should not move up and down much because of a certain bone, u can control that by giving that axis less influence than others.

     

    battery dying bbl

  • larsmidnattlarsmidnatt Posts: 4,511
    edited October 2015

    Gratuitous Nipple Warning! devil

    OK so just to be sure we are on same page this is what I do to get started.

    1. Load figure
    2. load and attach shirt (you don't need to attach if shirt is already compatible with the figure in question.but sometimes helpful)
    3. Have Scene Tab handy (in this case on the left)
    4. have tool settings tab open (on right)
    5. select the "Node weight brush" tool (not in screenshot, looks like a brush with dumbells behind it)
    6. in the scene tab expand the shirt to see the bones
    7. select the chest bone for example
    8. in tool settings pick an axis (X axis to start)

    Now on screen I can see red and blue colors to indicate how much influence the Chest bone has over the X rotation of the garment.

    Let me know if you got this far.

     

    Edit: I see your update. No worries. If anyone else needed a starting point here it is laugh

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    Post edited by larsmidnatt on
  • larsmidnattlarsmidnatt Posts: 4,511
    edited October 2015

    BTW Don't feel too bad. You are trying to learn lots of stuff in a relatively short amount of time. That's the right mentality cool

    Post edited by larsmidnatt on
  • j cadej cade Posts: 2,310

    Rigidity does work poorly it just isn't for what most people think its for. It's for protecting geometry from morphs, not movement. Making things move uniformly is actually much simpler, just make sure the whole piece is weight mapped at the same value.

    If you like PDF tutorials the ones here by blondie999 are pretty excellent.

  • If you want free tutorials, check out Daz's youtube chanel. There are a few tutorials in there about rigging and weight mapping.  I have them bookmarked because I'm almost finished with my first outfit and will need them to help me with the rigging part.  I watched them before I started my outfit and I think they may help you out.

  • Gratuitous Nipple Warning! devil

    OK so just to be sure we are on same page this is what I do to get started.

    1. Load figure
    2. load and attach shirt (you don't need to attach if shirt is already compatible with the figure in question.but sometimes helpful)
    3. Have Scene Tab handy (in this case on the left)
    4. have tool settings tab open (on right)
    5. select the "Node weight brush" tool (not in screenshot, looks like a brush with dumbells behind it)
    6. in the scene tab expand the shirt to see the bones
    7. select the chest bone for example
    8. in tool settings pick an axis (X axis to start) 

    snip

    Thanks for the info.  I'll use it when I'm ready for it.  I bookmarked this page.

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