Conforming M4 and V4 figures to Genesis and losing specific bones… is there a way around this?
I've been having a great time clothing Genesis in third and forth generation gear. Most of the time it works pretty well. Been running into an issue lately, though, that causes me some amount of headache. When a figure has custom bones, these bones usually disappear. A classic example is a belt with a scabbard. Some stuff I picked up from Poserworld has a figure which is a belt with a scabbard and a parented weapon prop. When I conform this to Genesis, the parented weapon disappears and the scabbard ceases to be independently posable. It often warps strangely as well… perhaps Genesis thinks it is supposed to be a leg or something.
Is there a way to conform these sorts of items to Genesis without losing their custom bones or having parented props deleted?
Thanks to anyone with ideas.
Comments
You can use the Joint Editor to replace the bone for the scabbard, then the Polygon Group Editor to select the scabbard and the Weight Map Brush to fill it with a weight of 1 (since there's presumably no bending, it needs to move as a unit, this should be pretty easy). Then reload the unconverted item and transfer the sword to the new scabbard. Which set is this?
This thread, looking at the V4 Historical Armour, uses the techniques you would need for the scabbard on the knee pieces http://www.daz3d.com/forums/discussion/10204/
Ah, you've instantly gone beyond my technical knowledge. I will look at what you've done with the Historical Armour and see if I can understand and replicate what you're saying. I think you're right; I'll need to use a similar technique.
There are several pieces I'm considering working with. Basically, I have a bunch of regular characters I use in my comic books and I've been seeing what it takes to move them from 3rd of 4th gen characters to Genesis. Like, one piece I for sure I lose scabbard control and don't want to is Xurge's Ranger harness (http://www.xurge3d.com/inc/sdetail/26385/50930). Another is Esha's Musketeer (http://www.runtimedna.com/Musketeer-for-M4.html); the baldric in the M4 model has some posing bones for scabbard which are lost in the conversion to Genesis.
I don't have the Xurge set, but I do have Esha's Musketeer. That's going to be slightly more complex as you do in fact want a slightly softened bend, rather than its being a solid item that moves as a unit.
I would love to pick your brain on this. I think I see what needs to happen but I can't figure out how to do it.
The Xurge set for M4 *does not* have any specific bones for the scabbard. Everything conforms to the chest of the figure. When I Auto Fit it to Genesis, it spreads the scabbard across collars, abdomens, chest, and thighs. This creates two undesired effects: 1) the scabbards warp around Genesis in a default position; and 2) they move with the figure when I pose Genesis.
I think what I need to do is first undo the warping which occurs in the initial fitting (there's basically just a little bump caused by conforming to the abdomen). Then I need to turn each scabbard… or the two scabbards as a unit (I'm not sure which is best) into a single bone which can be posed by itself. I may need to do something with the part of the scabbard which meets the harness to make it move properly. I don't know.
I am guessing this would use some combination of the weight map brush and the polygon editor tool. Documentation on these tools is really sparse. I'm reading your tut now and trying to understand it. Also loading some YouTube tutorials.
Any thoughts you have on this or tips you can give would be greatly appreciated.
I will try to find time to do a quick walk-through with the Esha set, assuming I can get a decent result, but I have a lot to do at the moment so it won't be immediate.