Weightmapping in Studio
eclark1849
Posts: 211
in The Commons
Okay so I'm taking the big step and trying to learn how to rig in Studio. I've taken the big step and imported a coat I made and I've even found the weightmap brush. The problem I'm having is how to do anything past that. I can't seem to select a body part to work on and even if I could, the only thing I'm seeing is the brush. How do I get to the actual point where I can start painting with the brush?

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Okay, I found out what I was doing wrong. I didn't have the coat selected in the scene. I do now, but I'm still doing something wrong. I'm trying to smooth out that area just below the belt strap. Maybe I should go watch a video.
Hi. Here's a link to the Content creation documentation, some of the video links don't work so I've listed the basic videos you'll need to get you started
Good luck.
Content Creation Wiki - http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/start
DAZ Studio 4 Transfer Utility -

DAZ Studio 4 Transfer Utility -
DAZ Studio 4 - Weight Map Brush
Rigging Modification Intro Pt 1 Joint Editor -


Rigging Modification Intro Pt 2 Poly Group Editor -
Rigging Modification Intro Pt 3 Weight Maps Brush -
maybe Hellboy's thread helps?
http://www.daz3d.com/forums/discussion/14421/simplified-guide-to-genesis-content-creation/p1
Okay, Poser let's you switch to wireframe outlines of the figure you;re trying to weightmap. Does Studio do that as well, and if so, how do I switch to that view? Also, thanks for the help, everybody.
Very easy to do. There is a little ball in the right upper side of the viewport. You will click that for your display options, various wireframe options are there.
Thanks Richard. I'm hoping that will help with the weightmapping. When I do it in Poser it works better that way.
Is there a symmetry command to copy one side of a weight map to the other?
DS doesn't allow different draw modes for different elements, unfortunately - it's a feature I would like.
Is there a symmetry command to copy one side of a weight map to the other?
With the Weight Map Tool selected, Right Click in the Scene and choose - Weight Editing - then choose - Weight Map Symmetry... I seem to remember at one point it would copy from left to right but I'm not sure if thats still the case
Okay, I've weightmapped the coat to smooth it out, however, when I move the figure, the mesh distorts again. When I relese the mouse button, the mesh seems to undistort itself. Is this normal?
Yes, it depends on the setting for SubDivision Drawstyle (if the mdoel is Subded) and Manipulation Binding in Tool Settings.
Thanks, Richard. I hate to be a pest, but When I rigged this coat in Poser, I purposely left the hands and fingers out. However, when i transferred the coat to Studio it added them back in. Can I delete those bones now, and how do I do that?
Yes, they can be deleted...you can delete them with the Joint edit tool...but that does it one at a time.
I would leave the hand bone and delete the children (carpals and finger bones).
Is there some way to isolate or weight map selected parts of an object like maybe selecting a section by the material zone? I'm trying to fix it so that the button does not move or distort in any way on the mesh. It is, after all supposed to be rigid.
Yea, rigidity maps are a mystery to me too! Supposed to work but only works with a certain thing, either morphs or movement, then there is another operation to add in to keep things from distorting for movement or morphs. It's all so convoluted.
Easiest way to deal with buttons, IMHO, is to take the button off the coat entirely.
Then pick the poly/polys on the coat where you want the button with the geometry editor tool. (Pick as few polys as required to place your button.)
Right click and "Create Rigid Folow Node from sleected" (Under Geometry Assignment.).
Move the rigid Follow node to the correct bone on the body.
Place your button, or an instance of the button, in the correct place on the clothing.
Parent your button to the Rigid Follow node.
Saving the coat as a wearable preset will save the buttons (And rigid follow nodes) in place. You can also save the buttons as a wearable preset without the coat so you can easily switch buttons.
The downside to this method is it does not work in Poser through the DSON importer for Poser.
I have screen shots around here somewhere if you need them.
That would be great to see the screen shots too Spooky! Thanks for the tips, that's very helpful!
That should work for armor, buckles and the like, too, right?
I'll have to find them or recreate them. Though I am a bit busy at the moment. :)
Yes.
Hmmm...I wonder why...
Well, The coat was rigged in Poser and imported to DS, so no need for DSON. Only question I have is do i need to go back into a modeler to remove the buttons?
Not going to work in that case. It is a DSON content only option. Sorry, I missed that part.
Okay, thanks anyway.
Sigh... yea, oh well. Too bad that technique doesn't translate across both platforms.
Selecting the vertices of each button in turn and placing them in a Rigidity group will stop them from deforming in response to AutoGenerated morphs. Making sure they have a uniform weight across the buttons will ensure they don't distort in posing. If you are simply wanting to mask areas while painting, use the Geometry Editor tool to select and lock polygons - you can select by groups or surfaces in the Tool Settings pane.
Well a rigidity group won't help me then. I'm trying to stop distortion when posing. What if i remove all weight paint from a button? Will it still distort?
The weighting needs to be uniform, so that the whole of the button responds as a unit. You don't want to remove the local weights or the buttons will simply float in place, just moving with the hip.
Thanks Richard. I'll have to go back and try that then.