This was a masterclass in Rigging, Weight Mapping and Face Groups! I can vouch that the lessons taught here scale all the way up to working on the Genesis 8.1 Female.
And eternity is not enough to study all the features of Daz studio😁 I always learn something new from you, Jay. Many thanks for sharing your experience!
Hello! A while back, you released a video where you addressed character morphs that deformed the character to a horrific spaghetti-like shape. Recently, I experienced the same problem but with a imported fbx. I'm unable to locate the video where you addressed this issue. Can you share the link, or revisit these types of issues as an update?
Oh yes, that can happen when you've imported a morph and apply a pose to the figure without adjusting the skeleton. This might be the video: ruclips.net/video/JBtl2b8B7TM/видео.html
Thou truly art an inspiration for the likes of me. Though I have been working successfully with Daz Studio for about 9 years now, I have only just encountered a situation in which I require to import an extremely rare OBJ model and make it posable in Daz. Is there any way of doing that, considering that the model if a humanoid monster (Husk) from Mass Effect, which needs to have posable arms, legs and, preferably the head?
That is doable in Daz Studio, but it'll take a while to rig a whole character. It's best to do this with the Figure Setup Tool, which in turn requires face groups to be setup on the model. Those are selection groups that are associated with bones, so that a bone knows what part of the model to move. There are tools to make this somewhat automatic, which may be an easier option. Try Accurig by Reallusion, it's free and allows you to select where joints need to go and exports an FBX you may be able to use in Daz Studio. There's also Rigify in Blender, which is more involved and requires Blender knowledge. You can also upload your character to Mixamo and let it auto-rig it. All of these options will result in a posable model. Good luck!
@@WPguru I tried Mixamo, which allowed me to import and map out the original OBJ with subsequent download as an FBX. However, an import of said FBX into Daz resulted in no asset being loaded into the scene. Accurig also failed.
@@romanbruskov620 Ah, that's a shame. FBX can be very flaky, not because of the format, but because of the many parameters. A wrong combination can cause an import to fail. Let me see if I can figure out the correct combination - failing that, I'm happy to make a video about rigging a custom figure in Daz Studio. Might take a few days/weeks, but I think this will help many users get custom figures into Daz Studio.
Hi ! I need Turn Front Wheel from car . i do separate prop . but 1 yours step Rigget to figure move my wheele on 0 coordinat.. ??? How to save my wheel Y 278 X 90 equal 0 ? Thanks, Best Regards Alex
I am trying to deal with an imported figure from Poser. On this figure, it seems to have imported fine, though there are numerous "I couldn't find a weight map" messages on import. However, here's the thing: the rButtock and lButtock import weird, so that their rotations seem to apply at 2X to the respective Thigh actor. I wanted to fix this, but when I went to edit the weight maps, it acted _like it didn't have weight mapping on_. I know it must because this figure has a "jaw" and the jaw, with weight mapping turned off, distorts the whole head. It doesn't do this so clearly it has a weight map on. I mean... it seems to.
Hello, I would like to know if it is possible to make a character with extra limbs, with 4 arms for example, editing an existing character Or add a weapon that is part of a character's skeleton, like a morning star that uses bones, this character would be using in the unreal engine
Yes. You can geograft a tail and rig it for example. As long as you keep 1 polygon of the original Genesis, you can geograft anything and rig it as you want. For an object that's not part of the main mesh, like a sword, the process is different. It wouldn't be wise to use bones for that.
It can be done. There was a four arms geograft for Genesis 1, but it's no longer in the store. Rawart's Arrak for Genesis 9 has geografts for an additional 4 arms, but they aren't the same as the main arms. The original four arms product worked very well, but it didn't support very many morphs, and it was limited to a handful of textures.
But you should be setting those to YZX, because X is the "bend" and should be last. It should be "twist/side-side/bend" with bend being the "most bending" one.
To save the model as a figure, rather than a scene, there is a step that needs to be done which has not been mentioned here. If you are wanting to develop a figure as a product you will want to save it as a figure. Before doing that though, you need to do a step called 'Memorize'. What that does is make the model contain the memory of the work you have done. If you then save it as a figure, package it and send it to someone for beta testing, your product should work correctly in other users' copy of DAZ Studio. I have been unable to find how to do the 'Memorize' step. It was mentioned in another person's tutorial concerning this, but how to do that was not clearly explained in that tutorial. As I am trying to develop a few figure type products to offer for sale, I would appreciate instruction that tells how to do the 'Memorize' step. Saving a figure as a Scene or Scene Subset will not do for what I want.
Memorize will bake the positions of the bone manipulators. With the Joint Editor Tool selected, under Tool Settings, you can see values for each of the bone's start/end points and their rotations. When you move them into position on your model, the values will turn from grey to white. Grey means they're baked, white means they deviate from their baked position. Memorize will turn make the current adjustments become the new default values, turning them grey. It'll essentially store your bone adjustments as the new default resting values (right-click on a bone and choose Memorize - Memorize Figure Rigging). Hope this helps! Note that for distribution, your geometry should be saved to the library rather than embedded in the scene file. I've explained how to package a prop here in: ruclips.net/video/v4mqoKoq_8o/видео.html
@@WPguru Many thanks for your response. I will have a look at the video you provided a link to. Seeing it done helps a lot more that just reading a description. One question: When you say "Right-click on a bone and choose Memorize - Memorize Figure Rigging", is that to be done for each bone in the rigging, or does it work for all bones with just the one right-click? These types of details are what I need to be told, as I am a very literal person concerning my way of understanding.
I need to add that I plan to watch your Tutorial for rigging a cylinder also. I imagine the cylinder needs to have a lot more polygons to be able to bend so smoothly.
Thankfully you'll only have to do it once, it'll bake/memorize rotations for all bones in the skeleton. For the cylinder, yes the more geometry it has, the better the bending will be. If you're into rigging, I did a Daz+ stream recently on that topic. It's worth watching as I go over some details I haven't mentioned here (there's a link in the Daz+ forum to all previous streams, you'll have to be a Daz+ subscriber to access them).
FYI: On the weight maps, grey is 0%, red is 100% and yellow/green/blue is a value in between. I didn't want to edit and re-upload the video 😌
This was a masterclass in Rigging, Weight Mapping and Face Groups! I can vouch that the lessons taught here scale all the way up to working on the Genesis 8.1 Female.
And eternity is not enough to study all the features of Daz studio😁
I always learn something new from you, Jay. Many thanks for sharing your experience!
😍 Together we'll work it out... some day 😁
Hello! A while back, you released a video where you addressed character morphs that deformed the character to a horrific spaghetti-like shape. Recently, I experienced the same problem but with a imported fbx. I'm unable to locate the video where you addressed this issue. Can you share the link, or revisit these types of issues as an update?
Oh yes, that can happen when you've imported a morph and apply a pose to the figure without adjusting the skeleton. This might be the video: ruclips.net/video/JBtl2b8B7TM/видео.html
This is a big help! Thank you so much for the great tutorial!
Thou truly art an inspiration for the likes of me. Though I have been working successfully with Daz Studio for about 9 years now, I have only just encountered a situation in which I require to import an extremely rare OBJ model and make it posable in Daz. Is there any way of doing that, considering that the model if a humanoid monster (Husk) from Mass Effect, which needs to have posable arms, legs and, preferably the head?
That is doable in Daz Studio, but it'll take a while to rig a whole character. It's best to do this with the Figure Setup Tool, which in turn requires face groups to be setup on the model. Those are selection groups that are associated with bones, so that a bone knows what part of the model to move.
There are tools to make this somewhat automatic, which may be an easier option. Try Accurig by Reallusion, it's free and allows you to select where joints need to go and exports an FBX you may be able to use in Daz Studio. There's also Rigify in Blender, which is more involved and requires Blender knowledge. You can also upload your character to Mixamo and let it auto-rig it. All of these options will result in a posable model. Good luck!
@@WPguru thank you, my liege, thou art an effigy indeed for the profanes, such as me, a light in the dark of viewports
@@WPguru I tried Mixamo, which allowed me to import and map out the original OBJ with subsequent download as an FBX. However, an import of said FBX into Daz resulted in no asset being loaded into the scene. Accurig also failed.
@@romanbruskov620 Ah, that's a shame. FBX can be very flaky, not because of the format, but because of the many parameters. A wrong combination can cause an import to fail. Let me see if I can figure out the correct combination - failing that, I'm happy to make a video about rigging a custom figure in Daz Studio. Might take a few days/weeks, but I think this will help many users get custom figures into Daz Studio.
@@WPguru I would be delighted to chat about it via email
Hi ! I need Turn Front Wheel from car . i do separate prop . but 1 yours step Rigget to figure move my wheele on 0 coordinat.. ??? How to save my wheel Y 278 X 90 equal 0 ?
Thanks, Best Regards Alex
If the wheel is already a separate prop, there’s no need to rig it. Just animate it as a standalone object, it’s much faster that way in Daz Studio.
Daz Studio See All Obj like one How to spleet ?@@WPguru
you are a LIFE saver!!! thankyou so much!
Awww thank you 😎
I am trying to deal with an imported figure from Poser. On this figure, it seems to have imported fine, though there are numerous "I couldn't find a weight map" messages on import.
However, here's the thing: the rButtock and lButtock import weird, so that their rotations seem to apply at 2X to the respective Thigh actor.
I wanted to fix this, but when I went to edit the weight maps, it acted _like it didn't have weight mapping on_. I know it must because this figure has a "jaw" and the jaw, with weight mapping turned off, distorts the whole head. It doesn't do this so clearly it has a weight map on. I mean... it seems to.
Life saver.
Many Thanks!
Deleting X,Y,Z, Scale Weight Maps and adding instead a single "General Weights" map makes the weighting process much easier.
Hello, I would like to know if it is possible to make a character with extra limbs, with 4 arms for example, editing an existing character
Or add a weapon that is part of a character's skeleton, like a morning star that uses bones, this character would be using in the unreal engine
Yes. You can geograft a tail and rig it for example. As long as you keep 1 polygon of the original Genesis, you can geograft anything and rig it as you want. For an object that's not part of the main mesh, like a sword, the process is different. It wouldn't be wise to use bones for that.
It can be done. There was a four arms geograft for Genesis 1, but it's no longer in the store. Rawart's Arrak for Genesis 9 has geografts for an additional 4 arms, but they aren't the same as the main arms. The original four arms product worked very well, but it didn't support very many morphs, and it was limited to a handful of textures.
Thank you for this.
But you should be setting those to YZX, because X is the "bend" and should be last. It should be "twist/side-side/bend" with bend being the "most bending" one.
Dem bones dem bones dem bones gonna rise again!~
Great
To save the model as a figure, rather than a scene, there is a step that needs to be done which has not been mentioned here. If you are wanting to develop a figure as a product you will want to save it as a figure. Before doing that though, you need to do a step called 'Memorize'. What that does is make the model contain the memory of the work you have done. If you then save it as a figure, package it and send it to someone for beta testing, your product should work correctly in other users' copy of DAZ Studio. I have been unable to find how to do the 'Memorize' step. It was mentioned in another person's tutorial concerning this, but how to do that was not clearly explained in that tutorial. As I am trying to develop a few figure type products to offer for sale, I would appreciate instruction that tells how to do the 'Memorize' step. Saving a figure as a Scene or Scene Subset will not do for what I want.
Memorize will bake the positions of the bone manipulators. With the Joint Editor Tool selected, under Tool Settings, you can see values for each of the bone's start/end points and their rotations. When you move them into position on your model, the values will turn from grey to white. Grey means they're baked, white means they deviate from their baked position. Memorize will turn make the current adjustments become the new default values, turning them grey. It'll essentially store your bone adjustments as the new default resting values (right-click on a bone and choose Memorize - Memorize Figure Rigging). Hope this helps!
Note that for distribution, your geometry should be saved to the library rather than embedded in the scene file. I've explained how to package a prop here in: ruclips.net/video/v4mqoKoq_8o/видео.html
@@WPguru Many thanks for your response. I will have a look at the video you provided a link to. Seeing it done helps a lot more that just reading a description.
One question: When you say "Right-click on a bone and choose Memorize - Memorize Figure Rigging", is that to be done for each bone in the rigging, or does it work for all bones with just the one right-click? These types of details are what I need to be told, as I am a very literal person concerning my way of understanding.
I need to add that I plan to watch your Tutorial for rigging a cylinder also. I imagine the cylinder needs to have a lot more polygons to be able to bend so smoothly.
Thankfully you'll only have to do it once, it'll bake/memorize rotations for all bones in the skeleton. For the cylinder, yes the more geometry it has, the better the bending will be. If you're into rigging, I did a Daz+ stream recently on that topic. It's worth watching as I go over some details I haven't mentioned here (there's a link in the Daz+ forum to all previous streams, you'll have to be a Daz+ subscriber to access them).