Rigidity maps questions...

RKane_1RKane_1 Posts: 3,037
edited February 2014 in Daz Studio Discussion

Will rigidity maps allow an item to scale and position with a new figure but prevent it from deforming or is scale and/or position locked?

Was something not working with Rigidity Maps before that has now changed with the newest update and, if so, what was it?

If a button or buckle has a Rigidity Map in play, are there certain things you can turn on or off on the map like to tell it to change position but not scale or visa versa?

Whose the Shogun of Harlem?

Post edited by RKane_1 on

Comments

  • Richard HaseltineRichard Haseltine Posts: 102,260
    edited December 1969

    Rigidity maps affect only auto-generated morphs, created after the map is applied. There isn't any way to modulate translation, though you could use a morph as a replacement since it is by definition linear; scale and rotations are made rigid by assigning the same weight vlaues to the area that should not deform.

  • RKane_1RKane_1 Posts: 3,037
    edited February 2014

    Ummmmmm...... what? :)


    And please use small words. Brain hurt.

    Post edited by RKane_1 on
  • Richard HaseltineRichard Haseltine Posts: 102,260
    edited December 1969

    If you apply a morph to a TriAx figure that the clothes don't have DS will automatically generate a new morph for the clothes. A rigidity map, if there is one, will stop that morph from deforming an area such as buttons - instead it will be moved and scaled uniformly, so the size and position will change but not the overall shape. And that's all a Rigidity map does - it has no effect on the pose controls, and it has no effect on custom morphs created in a modeller and loaded with the Morph loader plug-in or created with a DForm.

    Translation is always all or nothing, but morphs move vertices in a straight line so you could, if you wanted to partially translate part of a model, make a morph for the model translated say 1m and use that instead of the real translation controls.

    Rotations and scaling can be controlled by weight maps, so that they affect different parts of the model to different degrees. if you want to keep a button or the like from distorting when scaled or bent you need to make sure that the whole thing has a single weight value, so that the transformation affects all its vertices in the same way.

  • RKane_1RKane_1 Posts: 3,037
    edited December 1969

    In essence, I can use it on buttons and buckles and they will change size and position but will not be warped by the deformations in the clothing caused by autofit and such. Right?

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