Convert geograft into conforming outfit?

I've heard it's possible.

I have not even the slightest clue where to start. Meep?

(I tried 'save as wearable' but that did nothing)

In particular, I'd like to ensure that parts of the 'outfit' do not follow the underlying figure.

 

Comments

  • Oso3DOso3D Posts: 15,009

    Or, just as good, how can I get a geograft to ignore changes to underlying scale?

    For example, I have tentaclehead geograft, for Genesis. If I put it on Genesis 2, it still works, for the most part... except that I'd like to be able to shrink the head to get it 'out of the way' (Hiding it doesn't work as well)

    But then the tentaclehead shrinks, too.

    I tried clearing out the Scale component of the node weight map, but that doesn't seem to help.

     

  • If you want to get soemthing completel out of the way add it to the AutoHide group for that GeoGraft - select the polygons then in the right-click menu Polygon Assignment>Set AutoHide Faces for GeoGraft, then pick the figure in the dialogue that opens.

  • http://sickleyield.deviantart.com/journal/Tutorial-Keeping-Bones-On-TU-Conversion-Fast-Way-449218737

    might be helpfull

    is how I use geografts on other generations and in Carrara

  • Oso3DOso3D Posts: 15,009

    Thanks, Richard! Huh.

    So it turns out following that instruction works just fine; I can make a slightly less perfect geograft for G2M/G2F simply by setting auto-hide. It won't graft, but if I make the geograft very slightly smaller, it fits tolerably close to the skin. And then all the textures line up very close to perfect.

     

    I'm actually flabbergasted it worked that well. ;)

    Bookmarking the tutorial, thanks, the3Ddigit.

     

  • Oso3DOso3D Posts: 15,009

    Wah wah waaaah. And just noticed the rigging got blown out. Hrmph.

     

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