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DAZ|Studio F.A.Q (Last Updated: 2024 Nov 29 12:43 am)



Subject: issue with making goggles


CMKook-24601 ( ) posted Sun, 24 August 2014 at 8:36 AM · edited Mon, 09 September 2024 at 11:32 AM

file_506816.jpg

so here is the issue I am having and I was hoping some one might have a an Idea of what I am doing wrong. 

So, I made there goggles in  Hex and imported to DS, and I wanted them to mold to the face, this meant making them a figure of course. They look fine...till I appy any morph. (see picture >.<)

if any one can help that would be lovely and thanks in advance.


Razor42 ( ) posted Sun, 24 August 2014 at 9:21 AM

Its the autofit morph being applied to your goggles,

After you apply a morph to a figure,  select the goggles and in the parameters tab use the drop down and show hidden morphs. You should see a matching hidden adjustment morph dialed in.

The good news is you can dial it out, the bad news is if once you have dialed it out the goggles dont fit you will need to create adjustment morphs to correct the fit.



CMKook-24601 ( ) posted Sun, 24 August 2014 at 9:28 AM

crud... so no way to just make it autofit with out the distortion eh?


Razor42 ( ) posted Sun, 24 August 2014 at 9:56 AM

Unfortunately the best way to make such a form fitting clothing item would be to make adjustment morphs to make the mesh distort non destructively to fit the morphed figure.

Its honestly one of the most time consuming parts of making commercial clothing.

Plus you need to look at how things like expressions will effect the mask. These may also need adjustment morphs created for as well.



CMKook-24601 ( ) posted Sun, 24 August 2014 at 12:03 PM

crud, some times it feels like so of Daz's features cause more problems then they solve, Ah well back to work and thanks for the help


SickenlySweete ( ) posted Sun, 24 August 2014 at 12:48 PM · edited Sun, 24 August 2014 at 12:49 PM

something like that would be more likely created as a prop instead of conforming.

did you try the transfer active morphs to the googles?

also if i remembr correctly somewhere theres a place to select the eyes yellow pieces and tell studio there ridgit/hard and do not move or change with the figure.

www.bloodyrosesdesigns.com

 

http://www.aldaraproject.com/aldara/

http://www.dreamslayervisions.com


RHaseltine ( ) posted Sun, 24 August 2014 at 1:59 PM

A rigidity map - that will keep certain areas static in response to auto-generated morphs, or cause them to morph in response to a reference. However, I doubt that would fully avoid the need for custom morphs - the goggles cover a lot of face, and many morphs will affect some parts of that area and not others so keeping it fully rigid would look wrong. To define a rigidity map select the vertices you want to keep static with the Geometry Edit tool, then right click and go to Polygon Assignment>Create Rigidity Group from Selected.


CMKook-24601 ( ) posted Sun, 24 August 2014 at 2:22 PM

thank you RHaseltine :) I will try that


CMKook-24601 ( ) posted Sun, 24 August 2014 at 4:15 PM

Quote - A rigidity map - that will keep certain areas static in response to auto-generated morphs, or cause them to morph in response to a reference. However, I doubt that would fully avoid the need for custom morphs - the goggles cover a lot of face, and many morphs will affect some parts of that area and not others so keeping it fully rigid would look wrong. To define a rigidity map select the vertices you want to keep static with the Geometry Edit tool, then right click and go to Polygon Assignment>Create Rigidity Group from Selected.

when I right click I see Gemoetry assignment but no polygon Assignment...


RHaseltine ( ) posted Mon, 25 August 2014 at 9:49 AM

Sorry, Geometry Assignment is what I meant to write (or at least, is what I should have meant to write).


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