Two years later and still a great video! A helpful hint to people who need to smooth the weight maps for a long chain of bones like in a snake, tentacle, chain, or rope; You can select all the bones you need to smooth in the Scene tab, then "Select Geometry -> Select All" and use the Smoothing tool to smooth many bones/maps at the same time. (I'm sure glad that I discovered that!)
Another awesome tutorial that shows how to do something I wish to learn. The figure models I am making won't need the smoothing steps. Rather the different parts must remain as hard geometry. The parts are individually modeled, and are like the parts of a machine. In one model I just need two bones, one for the base part, and the other for a hatch. the hatch will open on a hinge, so the origin point of its bone must be in the center of the hinge. When it is rotated, it will only rotate on one axis around that point. Centering the origin point of the bone in that hinge is paramount, as I don't want the hinge wobbling around the origin point. In the other model I will have a chain of ball and socket joints, with the origin point of each part's bone in the center of the ball, so that no matter which way the bone rotates, the ball remains seated in the socket of the next section. There are also some side parts that need to have that same setup but for their own ball and socket joints. I think I can adapt this tutorial to work for these products. Both will be hard body figures, with no bending geometry. If as I am hoping, my efforts are successful, it will be the beginning of a whole new line of rigged hard body products made by me. Thank you for this tutorial.
You Sir, are a life saver. I've been getting into kit bashing, but I needed to reset an object and fully rig it for functionality. I was lost! Thanks for taking the time to put up this video.
WPGuru, you are the champion of this Daz thing man! Thank you so much for this tutorial. I would have never figured this out, and would have spent a week at my desk in my drawers trying to figure out how to do it, unsuccessfully of course.
Super cool stuff, WPGuru. Great job! I absolutely love and appreciate all your hard work of "demystifying" undocumented Daz features and components. If I may be so bold, perhaps the next step on this journey is to go into JCM/pJCMs(Joint Corrective Morphs)? I've only recently discovered a few videos explaining them and would love multiple avenues on learning them! Thank you!
Your tutorial just helped me figure out the problem with panicking G3F hair on a G81F character, it was all over the place once the head moved, I first thought it was bones, then it turned out that the default Daz import doesn't assign face groups as it should, fixed that, still same problem, turned out weight maps were all wrong, loaded G3F with that hair, copied respective weight maps from the G3F hair to G81F hair and voila! all fixed! saved myself 19$ for the hair transfer script that fixes these problems (and maybe some others) and learned a bit more mechanics behind how things work in Daz, which I'm sure will come handy! Thanks!
Thanks for this video.; I learned a lot last night. I was able to follow the steps easilt enough, but I think I made a mistake near the end. The top and middle of my cylinder work lie yours, but changing those parameters for the bottom section tilts (for X and Z rotation) or rotates (for Y rotation) the entire cylinder. I'll give it another try tonight.
If those values don't correspond to what you need, you can change the bone orientation in the Tool Settings on the Joint Editor (change say XYZ into YZX or ZYX).
I've been studying DAZ for a year and a half, and God, how is there a lot of things, it still seems to me that I do not know anything. Thanks for video!
Lovely video. Thanks. Weird thing is the bug doesn't go away even if I close and open Daz Studio again. The bends can never be seen in real time... I have to bend, stop, and check the result. I don't know if I'm doing something wrong...
Very good!...I transform the object into a figure and place the bones, the YXZ settings observe how they behave in Genesis, the feet for example is ZYX.
Very nice tutorial - thanks for making it. Curious if IK is already enabled for any "boned" figure that is created - is that the case with your cylinder?
I often do it proprly the first time, then find an error, fix the error, and thereafter no longer can get the geometry to stick to the bones. :C and nothing I do seems to fix it again. Also cannot get anything but 100% fill on the maps
I'm not sure what I've missed... but when I hit "create" it adds the figure to the scene, but it's invisible (no geometry there) What could be the issue?
It is reall a great tutorail! but I meet some problem that when I finished creating my rigged objects, it's material cannot apply any texture. It's super confusing Did anyone meet such a problem? Or what should l do for having my texture back.
Is it possible to connect the skeleton of this cylinder to a skeleton of figure ? In such a way that this cylinder would be like an extra arm or leg? In other words, is it possible to attach a small skeleton of some prop to a large character skeleton as part of it? For example that the main bone of prop, becomes a child bone of, i don't know, hip bone of figure ? Using only DAZ studio, of course.
Yes that's possible. @SickleYield knows more about this than I do, she has some great videos that explain the process. In this one she's creating and rigging a geograft (that's a replacement part of the existing Genesis geometry, to which you can add bones): ruclips.net/video/Zm-QCFKowCw/видео.html Browse though her channel for more info.
There's gotta be an easier way to do the smoothing! I have 86 bones and I don't have the patience to do that same process 172 times! I already spent all my energy making the polygroups!
Thanks! Sorry about the music! I did this casually in a stream and thought it was good to keep, didn't realise the music was too loud then. I might redo this one day. I did a more recent stream for Daz, it's on watch page in the Daz+ forum. I go more in depth there if you're interested (and it's without music 😄)
I hear you, sorry about that. It was part of a stream and I thought it’s a segment worth keeping, but didn’t realize until I listened back that the music was too loud.
Two years later and still a great video!
A helpful hint to people who need to smooth the weight maps for a long chain of bones like in a snake, tentacle, chain, or rope; You can select all the bones you need to smooth in the Scene tab, then "Select Geometry -> Select All" and use the Smoothing tool to smooth many bones/maps at the same time. (I'm sure glad that I discovered that!)
Another awesome tutorial that shows how to do something I wish to learn. The figure models I am making won't need the smoothing steps. Rather the different parts must remain as hard geometry. The parts are individually modeled, and are like the parts of a machine.
In one model I just need two bones, one for the base part, and the other for a hatch. the hatch will open on a hinge, so the origin point of its bone must be in the center of the hinge. When it is rotated, it will only rotate on one axis around that point. Centering the origin point of the bone in that hinge is paramount, as I don't want the hinge wobbling around the origin point.
In the other model I will have a chain of ball and socket joints, with the origin point of each part's bone in the center of the ball, so that no matter which way the bone rotates, the ball remains seated in the socket of the next section. There are also some side parts that need to have that same setup but for their own ball and socket joints.
I think I can adapt this tutorial to work for these products. Both will be hard body figures, with no bending geometry. If as I am hoping, my efforts are successful, it will be the beginning of a whole new line of rigged hard body products made by me.
Thank you for this tutorial.
You Sir, are a life saver. I've been getting into kit bashing, but I needed to reset an object and fully rig it for functionality. I was lost! Thanks for taking the time to put up this video.
Thank u so much. This is what I need for stylized sculpted hair
WPGuru, you are the champion of this Daz thing man! Thank you so much for this tutorial. I would have never figured this out, and would have spent a week at my desk in my drawers trying to figure out how to do it, unsuccessfully of course.
Super cool stuff, WPGuru. Great job! I absolutely love and appreciate all your hard work of "demystifying" undocumented Daz features and components. If I may be so bold, perhaps the next step on this journey is to go into JCM/pJCMs(Joint Corrective Morphs)? I've only recently discovered a few videos explaining them and would love multiple avenues on learning them! Thank you!
Your tutorial just helped me figure out the problem with panicking G3F hair on a G81F character, it was all over the place once the head moved, I first thought it was bones, then it turned out that the default Daz import doesn't assign face groups as it should, fixed that, still same problem, turned out weight maps were all wrong, loaded G3F with that hair, copied respective weight maps from the G3F hair to G81F hair and voila! all fixed!
saved myself 19$ for the hair transfer script that fixes these problems (and maybe some others) and learned a bit more mechanics behind how things work in Daz, which I'm sure will come handy!
Thanks!
Thank you very much. With your video I was able to give my original Obj model a rig and weight map.
You saved me! And my geograft... which would NOT weight properly... but you showed me the way! Thanks so much for creating this video :)
Thanks for this video.; I learned a lot last night. I was able to follow the steps easilt enough, but I think I made a mistake near the end. The top and middle of my cylinder work lie yours, but changing those parameters for the bottom section tilts (for X and Z rotation) or rotates (for Y rotation) the entire cylinder. I'll give it another try tonight.
If those values don't correspond to what you need, you can change the bone orientation in the Tool Settings on the Joint Editor (change say XYZ into YZX or ZYX).
I've been studying DAZ for a year and a half, and God, how is there a lot of things, it still seems to me that I do not know anything.
Thanks for video!
Thank you so much for this great explenation and your hard work.
Lovely video. Thanks. Weird thing is the bug doesn't go away even if I close and open Daz Studio again. The bends can never be seen in real time... I have to bend, stop, and check the result. I don't know if I'm doing something wrong...
Very good!...I transform the object into a figure and place the bones, the YXZ settings observe how they behave in Genesis, the feet for example is ZYX.
Thanks so much! I just rigged my first creature from a static obj model I found on the internet. Great tutorial!
Woohoo!!
thank you for the article! ive been looking for how to do it!
Thank you very much!
Thank you! Mr.jay this i tried to learn to do it several times but fail haha
i can do it now
Very nice tutorial - thanks for making it. Curious if IK is already enabled for any "boned" figure that is created - is that the case with your cylinder?
I often do it proprly the first time, then find an error, fix the error, and thereafter no longer can get the geometry to stick to the bones. :C and nothing I do seems to fix it again. Also cannot get anything but 100% fill on the maps
I'm not sure what I've missed... but when I hit "create" it adds the figure to the scene, but it's invisible (no geometry there) What could be the issue?
It is reall a great tutorail! but I meet some problem that when I finished creating my rigged objects, it's material cannot apply any texture. It's super confusing Did anyone meet such a problem? Or what should l do for having my texture back.
grateful
Is it possible to connect the skeleton of this cylinder to a skeleton of figure ? In such a way that this cylinder would be like an extra arm or leg?
In other words, is it possible to attach a small skeleton of some prop to a large character skeleton as part of it?
For example that the main bone of prop, becomes a child bone of, i don't know, hip bone of figure ? Using only DAZ studio, of course.
Yes that's possible. @SickleYield knows more about this than I do, she has some great videos that explain the process. In this one she's creating and rigging a geograft (that's a replacement part of the existing Genesis geometry, to which you can add bones): ruclips.net/video/Zm-QCFKowCw/видео.html
Browse though her channel for more info.
@@WPguru Thank you for your answer and information. Regards
awesome! thx!
EXCELENT
Ugh, the music is terribly distracting. ✌🏻&❤️
There's gotta be an easier way to do the smoothing! I have 86 bones and I don't have the patience to do that same process 172 times! I already spent all my energy making the polygroups!
doood, audio levels on background music
I know. Crazy! It happens on stream clips sometimes. Sorry about that!
Great video, just what I need! Just could have done without the music... ;)
Thanks! Sorry about the music! I did this casually in a stream and thought it was good to keep, didn't realise the music was too loud then. I might redo this one day. I did a more recent stream for Daz, it's on watch page in the Daz+ forum. I go more in depth there if you're interested (and it's without music 😄)
@@WPguru Hey, that's awesome! Yes, for sure, rigging is something I'd love to learn more about, and even more complex shapes... ;)
@@WPguru Just sent you an email via RUclips... ;)
Many thanks, but no music please.... not good for concentration
I hear you, sorry about that. It was part of a stream and I thought it’s a segment worth keeping, but didn’t realize until I listened back that the music was too loud.