Tutorial: dForce and Buttons?

I remember a tutorial about detaching buttons from an object so they wouldn't be affected by dForce. Am I making this up?

I recall the basics but that's about it, and I'd love to have it to refer to. This would be pretty old at this point.

Anyone recall what I'm talking about or have a similar resource?

Comments

  • felisfelis Posts: 5,740
    edited October 25

    For buttons on a dForce object you will attach them (and other rigid objects) with a Rigid Follower Node.

    With the Geometry Editor select some polygons (used as reference) and right click Assagn Selected Poligon to Rigid Follower node.

    I am pretty sure that at least Mada has a video on Rigid Follower Nodes - propably others too.

    Post edited by felis on
  • evilded777evilded777 Posts: 2,482

    felis said:

    For buttons on a dForce object you will attach them (and other rigid objects) with a Rigid Follower Node.

    With the Geometry Editor select some polygons (used as reference) and right click Assagn Selected Poligon to Rigid Follower node.

    I am pretty sure that at least Mada has a video on Rigid Follower Nodes - propably others too.

    Thanks, I am aware of the tutorial and the concept. Perhaps I was not specific enough. There was a tutorial, I swear, about adapting older items with modeled in buttons. It took you through detaching the polygons, then reattaching them via follow nodes. But maybe I am imagining it, or confusing the content with Mada's tutorial.

  • felisfelis Posts: 5,740
    edited October 26

    To do that you could select a button with geometry editor (select connected), then invert selection and hide selection and then delete hidden polygons and you would be left with just a button. That you can save as a new item.

    Then load the original item again and either hide the buttons or potentially better make a conditional grafts for them.

    And then load (and duplicate) and attach your saved button with rigid follower nodes, and save as a wearable preset.

    Mada video on conditional grafts

     

    Post edited by felis on
  • evilded777evilded777 Posts: 2,482

    felis said:

    To do that you could select a button with geometry editor (select connected), then invert selection and hide selection and then delete hidden polygons and you would be left with just a button. That you can save as a new item.

    Then load the original item again and either hide the buttons or potentially better make a conditional grafts for them.

    And then load (and duplicate) and attach your saved button with rigid follower nodes, and save as a wearable preset.

    Mada video on conditional grafts

     

    Thanks

  • evilded777evilded777 Posts: 2,482
    edited October 26

    Thanks to felis, found the tutorial I remembered.

    03. Rigid follow node buttons

    Post edited by evilded777 on
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