Geometry Shell breaking after rigging❗
How can I stop this from happening⁉️
Post edited by Yui on
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It looks like the rig conversion changes the rest pose and the geoshell doesn't follow. Perhaps the rig conversion expects a single geometry, especially if it is for a game engine, if this is the case you can try to join the geometries before conversion.
object > join
p.s. Of course more details about what you're doing can help, for example how you imported the figure and what rig conversion you're talking about.
Tried that before; didn't work. But I think I figured out (2) workarounds that may work... The only problem is, how?
Solution 1
In Daz, Export the character as a OBJ. {This should nullify the geoshell.}
Import the OBJ into Daz with the original model.
Convert the OBJ using Convert Prop to Figure.
Extract the skeleton from the original model using Extract Donor Figure.
Transfer Rigging not working!
Solution 2
In blender, delete the original model; leaving only the skeleton.
Import the OBJ.
How do I merge the skeleton & OBJ!?
Tried searching yt for both mergers, but none were helpful.
Converting Daz skeleton to a [proper] UE5 skeleton. Of course I can using any Non-geoshell clothing, and be done with it. But I want to use these!
Sorry I know nothing of UE5, apart it is a game engine. If you're using the daz bridge I guess you should report the issue on github.
https://github.com/daz3d/DazToUnreal/issues
All I need to know is how to merge the skeleton & OBJ!?
I followed alone with this simple video, but as usual; something went wrong! I got this error message on the very last step!
Bone Heat Weighting: Failed to find solution for 1 or more bones
For that error you can try to scale up the whole figure, autoweight in blender expects a low poly geometry and too close vertices can confuse it, scaling up we increase the vertices distance. Then you can scale back down after autoweight. However, autoweight will be different than daz so not sure it's a solution for the shell, unless you autoweight everything thus losing the daz weights.
p.s. Or you can also try to transfer the weightmaps from the figure to the shell, if the shell has no weightmaps. But from your description I'm not sure it is a weightmap problem, it may be something else as a limitation in the rig conversion.
object > transfer data > mesh data > vertex groups
Yeah, it's like you said; there's something else causing the problem. I tried both of your suggestions, and still got the same error. I'll figure something out... ¯\_(-_-)_/¯
Thanks for trying to help.