Forum: DAZ|Studio


Subject: question rigging in Daz 3 studio

tom271 opened this issue on Jan 22, 2010 ยท 22 posts


theschell posted Sun, 14 March 2010 at 6:05 PM

basic instructions for rigging.. lets see..

Step one... build your model as though for poser... grouping items into groupings as you model (these will be used as the "bone" groupings in skeleton set-up to rig the skeleton) and save the model out with the groupings saved (do not merge the groupings on export!)

make sure when you export the model you export at 1 to 1 scale (100% size) and that when you created it that it is in scale at that point with what ever figure it's intended for... also make sure that you set the siz relationship to "Feet" or "ft" so that it will be saved in poser scale (i covered this in my mini-tut for conforming items briefly and most of the instructions i give there apply to standard rigging as well)

Step 2...Import your new model into Skeleton set-up in Daz (as per importing the object in my mini-tut) and drag the new geometry into the "relationships" window... this will display the bones groups of the figure as a skeleton...

once you have the basic bones showing... drag each bone and drop it on whichever bone it should attach to (ie drag the "foot" bone down to the "shin" and drop it in place)... this creates a child bone with the groupings... continue this till all bones are fitted to those they need to attach to untill all your "bones" are in place...

Most of the instructions in my mini-tut also apply to rigging save that you have to group the skeleton yourself rather than importing one from a pre-rigged character...

after all the bones are set select "Create Figure" and follow the instructions in my mini-tut for saving the cr2... and that will have the basic figure set... works basically the same as the way you do conforming items in my tut up till this point... export the new cr2 as "base figure" and save as per instructions...

After that comes the hard part... i'll have to do a full tut at some point here because trying to explain this next part gets tricky and it'll be easier to follow with some pics and examples... you'll need to use the joint editor tool to set up joints and set the rotations and such properly so that things will bend where they should instead of flying all over the screen... lol

to edit the joints you'll have to load your newly created cr2 in daz (as you normally would for a pre-made figure (import the cr2 from daz's main menu) then open your joint editor tool and select the joint you wish to edit... that will give you the edit options... from there it's a matter of shifting the center-points for the joints so that they match with where the joint should be (all joint centers and ends start loaded on the "floor" of the scene and need to be moved into place using the X, Y, and Z position sliders...) and it becomes even more fun from here... lmao... you'll have to tune up the center and end points and establish rotational orders etc...

I'll do a full tut on this at some point but i'm pretty well tied up with other projects just now.. bear with me and i'll see what i can do...