Bot Genesis Question

Fragg1960Fragg1960 Posts: 356
edited December 1969 in The Commons

For anyone that has BotGenesis--when you apply all the parts to Genesis, do some of the parts (specifically the elbows) come in with sharp angles that look like they are attached to the ground? I have no idea how to fix that (and it's really annoying). I recall something like that happening with some poses that you had to "unpin" or something like that, but can't remember how to fix it. Any help would be appreciated.

Comments

  • riftwitchriftwitch Posts: 1,405
    edited December 1969

    Fragg1960 said:
    For anyone that has BotGenesis--when you apply all the parts to Genesis, do some of the parts (specifically the elbows) come in with sharp angles that look like they are attached to the ground? I have no idea how to fix that (and it's really annoying). I recall something like that happening with some poses that you had to "unpin" or something like that, but can't remember how to fix it. Any help would be appreciated.

    Is it occurring when you render, or only when you view it in your scene? I've had a few items do weird things like that, but the render still looked ok.

  • Sal UKSal UK Posts: 432
    edited December 1969

    Fragg1960 said:
    For anyone that has BotGenesis--when you apply all the parts to Genesis, do some of the parts (specifically the elbows) come in with sharp angles that look like they are attached to the ground? I have no idea how to fix that (and it's really annoying). I recall something like that happening with some poses that you had to "unpin" or something like that, but can't remember how to fix it. Any help would be appreciated.

    I have no probs it show ok for me.

    Steve.

    BGtest.jpg
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  • Fragg1960Fragg1960 Posts: 356
    edited December 1969

    Not for me (see image).

    BotGenError.png
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  • Richard HaseltineRichard Haseltine Posts: 100,765
    edited December 1969

    Have you made sure you are using the latest version? I thought that had been fixed. If you are, you can change the Subdivision algorithm in the Mesh Smoothing section of the Parameters tab to CatmullClark(Legacy) and the spikes will go away.

  • Fragg1960Fragg1960 Posts: 356
    edited December 1969

    I'm on 4.6.1.33. So to fix this one issue I have to upgrade the software?

    I hate upgrading. I have my products installed to a separate content directory (which is unaffected by upgrades), but every time I upgrade I have to reinstall a bunch of plug-ins and other things that I don't remember I'm missing until I try to use them. Since you guys put out so many upgrades a year, why not have an upgrade-in-place ability that just upgrades the software and leaves your plug-ins intact so this process is less painful.

  • fixmypcmikefixmypcmike Posts: 19,583
    edited December 1969

    Do you have CatmullClark(Legacy) in your smoothing options?

  • Fragg1960Fragg1960 Posts: 356
    edited June 2014

    By the way I was kidding with that rant--I know the upgrades don't take out your plugins (or at least they're not supposed to). Just being a wise ass.

    fixmypcmike: Don't know if that is in there, but I will probably just upgrade the software (I do an upgrade every few releases and I'm due). Thanks.

    Update: Just upgraded to the latest version and the problem went away.

    Post edited by Fragg1960 on
  • SpitSpit Posts: 2,342
    edited December 1969

    I remember perusing that thread where the smoothing algorithms were discussed. This may not be related but if not, it sure is coincidental. I had several items I used crossdresser on and almost every one of them had a similar, though not as dramatic, problem as the image above and always only on the elbow. I fixed, or attempted to fix via jp, several, and ended up deleting most since they were tests and I planned to try later with stuff I was more likely to use.

    Except one which I remember distinctly. I just loaded it up in the latest version of Studio (hadn't touched any of them for months) and the problem was gone.

  • Richard HaseltineRichard Haseltine Posts: 100,765
    edited December 1969

    I meant the latest version of the Bot Armor - the problem is a normal pointing the wrong way, which confuses the default CatMark SubD Algorithm.

    Spit, your problem sounds more like a slight change in the way fall-off zones are calculated, to be more consistent with Poser now but originally being just different enough that a vertex that was close to the edge in Poser (assuming the conversion worked in Poser) was outside it in DAZ Studio.

  • SpitSpit Posts: 2,342
    edited December 1969

    I meant the latest version of the Bot Armor - the problem is a normal pointing the wrong way, which confuses the default CatMark SubD Algorithm.

    Spit, your problem sounds more like a slight change in the way fall-off zones are calculated, to be more consistent with Poser now but originally being just different enough that a vertex that was close to the edge in Poser (assuming the conversion worked in Poser) was outside it in DAZ Studio.

    Gotcha. Serendipity then which led me to a discovery :) Thanks for explaining. It's all good!

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