Rigging in Daz Studio 4 pro

uvavoo_c19d1341b6uvavoo_c19d1341b6 Posts: 16
edited December 1969 in Daz Studio Discussion

I am currently rigging an original figure in Daz 3dStudio pro. I am using the excellent manual created by Blondie9999 "Rigging original figures in Daz Studio 4 pro". I am currently assigning the polygon groups. Does anyone know (i'm on a mac) how to deselect polygons? For example if using the rectangle selection tool I select a few polygons, but a couple of unwanted polygons as well, and I simply want to deselect them.
This is driving me crazy!! Using Alt+click on a mac moves the camera as does Ctrl+click, Command+click deselects all polygons selected.

Here is a link to Blondie 9999's manual.

http://www.daz3d.com/utilities-resources/tutorials/rigging-original-figures-in-ds4-pro

Comments

  • TotteTotte Posts: 13,955
    edited April 2013

    Hello,

    I'm checking this up but I get the feeling you stepped on a bug ;-)

    Followup:
    The problem is that two settings has the same default mouse-key combo.

    Under Edit->Customize you can configure mouse-key combos.
    (or Windows->Workspace->Customize)
    There you can either change the orbit which is Opt (alt) + left-mouse or change unselect polys to use something else, hope it works!

    / Totte

    Post edited by Totte on
  • Joe CotterJoe Cotter Posts: 3,259
    edited December 1969

    Nice catch Totte! :)

  • TotteTotte Posts: 13,955
    edited December 1969

    Gedd said:
    Nice catch Totte! :)

    With some help from Richard to find where the config was hiding!

  • uvavoo_c19d1341b6uvavoo_c19d1341b6 Posts: 16
    edited April 2013

    Thanks for the quick response.
    Reassigning the Orbit to something else makes the Alt key available, so I can now deselect polygons.
    Thanks again.

    Incidentally there is no 'Customise' under the Edit menu.!! on a mac anyway. (I access it through the F3 key).

    Just a related question. Why is it necessary to create these polygon groups? Can a bone structure be created without having to first create these groups? (as in Carrara). It seems to me that the only reason to do this is so that the software can estimate bone node positions. Weight mapping is a separate thing to this. Just seems a lot of work.

    Post edited by uvavoo_c19d1341b6 on
  • Richard HaseltineRichard Haseltine Posts: 100,778
    edited December 1969

    Groups are used so the the bones can be selected with tools like the Universal Manipulator, they are vital for the item to work in Poser and if you use the Figure Setup pane they will create bones when the OBJ is added to the relationships area and when the figure is created the bones will be placed to span the bounding box of the group along the twist axis and they also help with selection when using the weight-painting tools. If you don't need viewport selection or Poser-compatibility, and don't mind having to place each bone by hand, then you can skip them.

  • uvavoo_c19d1341b6uvavoo_c19d1341b6 Posts: 16
    edited December 1969

    Thanks for clarifying this for me Richard.

Sign In or Register to comment.