sunglasses on face deform
leo04
Posts: 389
I have a figure with sunglasses but the sunglasses deform when I fit them to the head. I cant seem to get them on the head without fitting them to the figure. I am using them on a GF3 figure.
What do I do to fix this?
Thanks.
Post edited by leo04 on

Comments
You could just place the sunglasses where you want them, while potentially also scaling them, and then parent to the head.
Else you will have to add a rigidity group to the glasses.
- The easiest way is to: instead of fitting the glasses to the figure, just parent the glasses as a Smart Prop onto figure's head and tweak its Transforms.
- Or, if the character has a single head morph, in Parameters pane, Show Hidden Properties... zero that auto-follow head morph on the glasses.
- Or, remove generated morph by using Rigidity Group ~~
A fourth solution is to create a FHM (I think it's the correct terminology, Full Head Morph) for the glasses, so that the next time you're loading them to this character, they will work without further adjusting.
With glasses, it's usually possible with Daz Studio only, because in essence, it's doing what @felis explained and the first solution from @crosswind, only going one step further by exporting the glasses at base resolution as OBJ and importing that OBJ as a morph named in such a way that Daz Studio will trigger it automatically when fitting the glasses on that character.
You'll have to do it for each character you want to use the glasses with, and it's a bit more work than other solutions, but once done, it's done, so if you're planning on using these glases a lot with this character, you will likely save more time on the long run.
Yeah, that's right, which is related to the 2nd way I mentioned but one further needs to fix it if zeroing it won't help much. FHM / FBM / PHM / PBM / bs etc. are usually automatically triggered on the rigged conformers (i.e. by Auto Follow), so you don't need to create one but just send the morph out for fixing, then import OBJ to update it as a delta. Then Save Modified Asset.
Now all I have to do is figure out how to do these things. If ya'll could point me to a tutorial that would be helpful.
Thanks.
Well, @Elor is very good at finding good tutorials.... I only ever wrote one for using Rigidity Group on conformers: https://www.daz3d.com/forums/discussion/comment/8765141/#Comment_8765141
The method should be very same on fixing a fitted glasses.
Things like eyeglasses, rings, buttons, belts, etc.. are rigid, and it makes no sense, at least to me, why a content creator would try to AutoDeform them in the first place.
I have to agree I can't really see the point. Perhaps someone could shed some light on this.
Thanks.
If the glasses are a prop (smartprop) they will load so they sit on the characters nose, but if the character has a wide head, you will nedd to scale them.
If they are conformiing they will always fit the character, but might deform (unless the PA have set them up with rigidity).
It's about FBM, but should work the same with FHM and in this video, Jay Versluis is explaining how to get the name of the morph you'll replace:
He is using Zbrush but you should not need it, so to know what kind of option you have to select in Morph Loader Pro in Daz Studio, I think it should be around 9min50 here:
Edit: another short video on the subject of creating FBM for clothes, by Mada:
I do have a tutorial specifically for glasses :)
| Tutorial : Glasses and rigidity maps – Daz Studio Experts