attachments....adding anatomy type stuff to models

DeamonoxDeamonox Posts: 83

[attachments....adding anatomy type stuff to models] In this case the Daz3 dragon, and the item in question is a tailhole most cuase someone asked me to do a image of a dragons butt and you never know how useful knowing how to add handmade stuff to models is going to be.

Now I have made the item but I don't know how to make it attach to the model like the gens do to the human models, IE how they auto hide the part they are resting on to remove clipping

Post edited by Richard Haseltine on

Comments

  • Richard HaseltineRichard Haseltine Posts: 100,804

    To have the mesh AutoHide the item needs to be a geoGraft - and you need to make sure that the ring of vertices around the ouside of the attachment is the same as the ring of vertices around the hole it is going to create, so that they can be welded together.

  • DeamonoxDeamonox Posts: 83

    To have the mesh AutoHide the item needs to be a geoGraft - and you need to make sure that the ring of vertices around the ouside of the attachment is the same as the ring of vertices around the hole it is going to create, so that they can be welded together.

    hmm ok, is there an example video or tutorial to help show the steps involved. Though it might help that I extracted some of the plains around the location when making the item so it should have the correct ring it needs, though i wish i could remember how to add vertices to the planes so i can improve the item in question

  • Richard HaseltineRichard Haseltine Posts: 100,804


  • DeamonoxDeamonox Posts: 83


    ok for some odd reason it links to the tail and not the hips where it is suppose to be

     

  • Richard HaseltineRichard Haseltine Posts: 100,804

    The grafting or the bones it is given?

  • DeamonoxDeamonox Posts: 83

    the bones it is given, which distorts the model when the grafting is completed

  • Richard HaseltineRichard Haseltine Posts: 100,804

    You probnably need to adjust the weight maps, which will prevent the unwanted bones from having an influence - though the GeoGraft does need to follow the underlying mesh. The hip bone itself seems not to be given any weight in recent Daz figures.

  • DeamonoxDeamonox Posts: 83

    You probnably need to adjust the weight maps, which will prevent the unwanted bones from having an influence - though the GeoGraft does need to follow the underlying mesh. The hip bone itself seems not to be given any weight in recent Daz figures.

    hmm I might need an video or tutorial explaining this, but I'll try to see about altering the weight maps

  • Richard HaseltineRichard Haseltine Posts: 100,804

    Both SickleYield and DAZ_Josh have videos on thsoe topics, I think, so just click their names under the above videos (on a YouTube page).

  • DeamonoxDeamonox Posts: 83

    Both SickleYield and DAZ_Josh have videos on thsoe topics, I think, so just click their names under the above videos (on a YouTube page).

    I couldn't find anything but I'll try having another look, but the daz3 dragon has got a pelvis bone but it still puts it on tail 5

  • Richard HaseltineRichard Haseltine Posts: 100,804

    It does line up correctly as loaded, with no need to move or scale it or the dragon?

  • DeamonoxDeamonox Posts: 83

    when loaded it lines up though I have to set the import scale to 1000% or it comes in rather tiny

  • Richard HaseltineRichard Haseltine Posts: 100,804

    Setting the scale in the import dialogue is fine, as long as it fits at 100% in the scene. Is the dragon at 100% scale and zero translation/rotation?

  • DeamonoxDeamonox Posts: 83

    the dragon is as it loads in which is 275% and zero translation/rotation

  • Richard HaseltineRichard Haseltine Posts: 100,804

    That's the issue then, the geoGraft needs to fit when both it and the base figure are zeroed. if you import the OBJ at 1000/2.75% = 363.63636363% it should line up correctly, but the slight rounding may be enough to stop it welding as it should.

  • DeamonoxDeamonox Posts: 83

    In that case I'll just remake it with the dragon at 100% normal size and bind it straight from hex onto it

  • DeamonoxDeamonox Posts: 83

    yay My Idea worked and it has grafted onto the model properly, now to figure out how to texture it to match the dragon

  • DeamonoxDeamonox Posts: 83

    ok Scratch my earlier cheering, even though it fitted perfectly when I first did it now it's mis aligned and there is a gap around it

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