daz studio to hexagon - .obj export/import versus 'send to hexagon'...etc
hey there...
this is day one for me and hexagon.
i started off with just the robes from the Fantasy Friar for G3M outfit. i loaded the robes onto a zeroed G3M, applied a texture, deleted the G3M, then used the File menu item 'Send to Hexagon'. the robes turned up in a hexagon window, all right...but with all of the numerous components/surfaces of the piece flattened down into one object, as nearly as i can tell.
but when i tried exporting the robes as an .obj file, studio gave me the option to export it as an object specifically for hexagon--with quite a few variable choices available--and when i imported that into hexagon, i had even more separate nodes/surfaces to play with than i'd hoped for.
so what's up with the 'send to hexagon' menu item? it doesn't seem to play well with hierarchies. it doesn't seem to offer any opportunities to adjust or define the send. is it good for something in particular?
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the hexagon documentation the installer offered to open for me doesn't seem to exist anymore. can someone recommend a good introduction to the app? preferably one that's a document rather than a video...
and related to my project of the day--did i do the right thing by leaving the .obj export-for-hexagon settings on their defaults if my goal is to modify the robe components' shapes a little bit and then send them back to studio?
i'm also wondering--if i want to shorten one piece, would i be better off scaling the mesh as it is, or would it be better to remove some central (non-edge-trimmed?) segment of the mesh and then put the remaining sections back together? or something else entirely?
thanks!
j
Comments
When sending to ZBrush groups and surfaces are not carried over, so it would not be surprsising if the same were true of sending to Hexagon. If you need groups or surfaces you probably need to use OBJ, though you could certainly make a feature request for an option to include groups and/or surfaces http://www.daz3d.com/help/help-contact-us However, you don't need either for morph creation. As for shortening the robe, a transparency map might be better - no distortion of the mapping as there would be with a morph nor problems with the rigging, and no loss of morph compatibility as there would be with removing some mesh.
thanks, richard...
i was thinking that editing the mesh would be a simple way to preserve edging and hem details. the possible drawbacks you point out here totally hadn't occurred to me. so i'll try the transparency map approach. doesn't look like the robe has one yet--those are purely black and white, right, with no greyscale tones?--so i'll try making one, and migrate the garment edge details elsewise.
advice appreciated! thanks--
j