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Daz 3D Forums > 3rd Party Software > Blender Discussion

Geometry Shell breaking after rigging❗

YuiYui Posts: 17
February 26 edited February 26 in Blender Discussion

How can I stop this from happening⁉️

Post edited by Yui on February 26

Comments

  • PadonePadone Posts: 4,065
    February 27 edited February 27

    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.

    Post edited by Padone on February 27
  • YuiYui Posts: 17
    February 27 edited February 28

    Padone said:

    you can try to join the geometries before conversion.

    object > join

     

    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.

     

    Padone said:

    p.s. Of course more details about what you're doing can help,

     

    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!

    Post edited by Yui on February 28
  • PadonePadone Posts: 4,065
    February 28

    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

  • YuiYui Posts: 17
    February 28 edited February 28

    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

     

    Post edited by Yui on February 28
  • PadonePadone Posts: 4,065
    February 28 edited February 28

    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

    Post edited by Padone on February 28
  • YuiYui Posts: 17
    February 28

    Padone said:

    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.

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