Hi Josh, thanks for your work, one question, is there a way not to remove all morphs, but to select some morph that is not removed by this method, since it completely removes all morphs by this method.
Excellent and informative video. Is it possible for you to do a simple content creation workflow? I have no problem modeling, importing and basic rigging, but I still can't get my head around saving out preset, Morph preset and content packaging.
+Hawken YH Glad you found it useful! What kind of content are you talking about? If it is clothing, then once everything is set up on the clothing you can just save the clothing (docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/packaging/tutorials/packaging_genesis_morph_products/start) but if you are doing morphs on a Genesis figure then you would need to save the morphs specifically (docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/packaging/tutorials/saving_morphs/start) After your content and/or morphs are written to the hard drive you can save presets, such as a character preset. Does that help at all,?
Hi Josh, Awesome tutorial. I was wondering, is there a way for clothing to actually fit to a figure shape once you've used the technique you just ran through? The armour I created for G8M, after applying this technique, now has massive poke through. Basically the back half of the armour got sucked into his body. Any help with this would be much appreciated.
With a piece of armour that covers a lot of area on the figure you might not want to use this method. If you do use it then you are going to be stuck with the job of hand-creating any of the morphs you want to support. Some people like that control, some don't want to have to do that much work. Another option is to use rigidity in a less strong-armed way. You could set the rigidity weightmap to a lower percentage, for instance, so it reduces how much the mesh moves but allows it to still move a bit. The problem with the whole piece being in one rigidity group, though, is that it follows whatever reference verts you set up and that won't always be right. A better option, then, would be to have multiple rigidity groups set up so you can have different reference geometry for each part (say, front/back/left/right) so they all follow the mesh pretty well as it move and then the strength of the weightmap will help it transition between the different groups. It can get pretty complex to describe in written form...
Thanks for the tutorial, Josh. I would love to see you produce a tutorial of a complete scene, including people, objects and background, utilizing less than obvious tools like these. I have not found many helpful tutorials for Daz3D. At least compared to, say, blender. You sound perfect for the job. Thanks again, Van
Van Martin Glad you appreciate the tutorials. I wouldn't mind doing doing tutorials focused around scenes but I have to admit I spend way more time working with tools to get a project done related to content creation than I do related to building a scene. There are other people who would be much better than me, I suspect.
Hi Josh, thanks for your work, one question, is there a way not to remove all morphs, but to select some morph that is not removed by this method, since it completely removes all morphs by this method.
hi
I want to know the function of the rigid group editor detail option
This is very nice. I didn't know rigidity could do that. Thank you!
Excellent and informative video. Is it possible for you to do a simple content creation workflow? I have no problem modeling, importing and basic rigging, but I still can't get my head around saving out preset, Morph preset and content packaging.
+Hawken YH Glad you found it useful!
What kind of content are you talking about? If it is clothing, then once everything is set up on the clothing you can just save the clothing (docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/packaging/tutorials/packaging_genesis_morph_products/start) but if you are doing morphs on a Genesis figure then you would need to save the morphs specifically (docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/packaging/tutorials/saving_morphs/start)
After your content and/or morphs are written to the hard drive you can save presets, such as a character preset.
Does that help at all,?
+Josh Darling Thanks for the info :)
Really cool stuff. I've been looking to do this for ages.
Hi Josh, Awesome tutorial. I was wondering, is there a way for clothing to actually fit to a figure shape once you've used the technique you just ran through? The armour I created for G8M, after applying this technique, now has massive poke through. Basically the back half of the armour got sucked into his body. Any help with this would be much appreciated.
With a piece of armour that covers a lot of area on the figure you might not want to use this method. If you do use it then you are going to be stuck with the job of hand-creating any of the morphs you want to support. Some people like that control, some don't want to have to do that much work. Another option is to use rigidity in a less strong-armed way. You could set the rigidity weightmap to a lower percentage, for instance, so it reduces how much the mesh moves but allows it to still move a bit. The problem with the whole piece being in one rigidity group, though, is that it follows whatever reference verts you set up and that won't always be right. A better option, then, would be to have multiple rigidity groups set up so you can have different reference geometry for each part (say, front/back/left/right) so they all follow the mesh pretty well as it move and then the strength of the weightmap will help it transition between the different groups. It can get pretty complex to describe in written form...
Thank you Josh. I appreciate the time and your response. I think I understand what you are saying. She's a big job ay. Haha. Thanks again.
Thanks for the tutorial, Josh. I would love to see you produce a tutorial of a complete
scene, including people, objects and background, utilizing less than obvious tools like
these. I have not found many helpful tutorials for Daz3D. At least compared to, say,
blender. You sound perfect for the job. Thanks again, Van
Van Martin Glad you appreciate the tutorials.
I wouldn't mind doing doing tutorials focused around scenes but I have to admit I spend way more time working with tools to get a project done related to content creation than I do related to building a scene. There are other people who would be much better than me, I suspect.