Looking for help with geografting
Pendraia
Posts: 3,598
I've made a head prop in hexagon which I have grouped as one item in hex. When I send it to DAZ it comes in as two items.
Any suggestions as to how I can fix this?
I want to geograft it to genesis's head.
treebranchgroup.jpg
1446 x 1065 - 274K
Comments
Firstly, a group is merely a collection of objects. While you might be able to handle it as a single item, even Hexagon knows it's two objects and will export them as such. They need to both be a part of the same geometry set, which means ADDING one set of polygons to the other.
However, there's a bigger problem. Assuming that you haven't already, geografts need the vertex order of the original geometry in order to graft. In laymans terms, it means you ideally want to work off the actual Genesis geometry when creating the item. Now, if you have done this, then adding one set of antlers to the other as mentioned above can screw with vertex order, causing issues when you try to graft it.
Assuming all goes well with the vertex order and you can import it as a single object you can start turning it into a geograft.
1) The first step is to use the transfer utility to turn your object into a conforming figure, but don't fit it to Genesis.
2) Use the polygon selection tool to select the polygons around the edge of the seam where the geograft will be fitted. (hiding the object may be necessary).
3) Right Click and under Polygon Assignment choose 'Set Graph Faces for Fitted Figure'. Choose your geograft in the window which appears.
4) Select any other faces which need to be hidden when the geograft is visible.
5) Under polygon assignment again, this time set them to 'Autohide faces for fitted figure'
6) You should now be able to fit the antlers to Genesis without issue.
But remember, vertex order is crucial when making geografts. If it's wrong, the graft will fail.
1) The first step is to use the transfer utility to turn your object into a conforming figure, but don't fit it to Genesis.
2) Use the polygon selection tool to select the polygons around the edge of the seam where the geograft will be fitted. (hiding the object may be necessary).
3) Right Click and under Polygon Assignment choose 'Set Graph Faces for Fitted Figure'. Choose your geograft in the window which appears.
4) Select any other faces which need to be hidden when the geograft is visible.
5) Under polygon assignment again, this time set them to 'Autohide faces for fitted figure'
6) You should now be able to fit the antlers to Genesis without issue.
But remember, vertex order is crucial when making geografts. If it's wrong, the graft will fail.Thanks for the advice...
Pen
I'm not sure if Hexagon preserves the vertex order when combining objects. I would assume it does, but as they say assumption is the mother of all f--- ups. If you combine them as a single object and it causes issues with the graft, you might have to import them separately (Antler_L, Antler_R, for example).
I think I'll do that anyway as it sounds easier....
Thanks again
I used "export" in Hexagon to save as .obj and clicked on the option that saved all grouped items as one object. Then opened the newly made obj in Hex and sent it to DAZ studio...
Thanks skiriki, I'll give both ways a try and see which works best.
Thanks skiriki, I'll give both ways a try and see which works best.
Thanks from me too. I always wondered how to do that.
I managed to do what Srikiki suggested but ended up with a problem when trying to geograft so in the end went with the two separate grafts.
I've managed to get it to work and I notice that with the more extreme head morphs that the branches distort.
I'm assuming that this is a weight mapping issue. Any advice on how to fix this?
thanks
Pen
Rigidity maps for the antlers, perhaps?
It's not weight mapping, it's a question of how far out the morph is projected - a rigidity map may well help, but if not you will need to create custom morphs.
Thanks I'll look into it...