How to edit character geometry once in Blender?
AliPop
Posts: 42
This may seem a dumb question, but I've got the character into Blender with all the textures and everything intact. Selecting the character and going into edit mode, I can see all the vertices, but I can't move or interact with them at all. I can extrude them, but that's not really helpful. I want to figure out how I can change the vertices to make certain details better (namely improve the shape of the elf ears, since the morph I used is pretty bad), but once I get more advanced, I'll also want to see if I can improve the topology for animation. And replace the stringy realistic hair with sculpted and easier to manage hair that I later make myself.
Comments
If you select one or more vertices, you can move them with 'G' (grab), rotate with 'R' and scale with 'S'.
In the upper right corrner, there is an icon called gizmo, where you can add overlays, like arrows for move after selection of some mesh.
But I would suggest looking at a few beginner tutorials for blender. There are plenty on YouTube.
Edit to add: and for your task you likely want to enable proportional editing.
Yes I know how to move vertices. What I am saying is the vertices on an imported G8 character don't move like they should. Like something is freezing them in place.
So you can select the vertices, but not move them?
Is that any vertice you are selecting?
Can you scale them?
I cannot image any situation where you can't perform transformations.
If you instead, in object mode, add a cube, select that and go to edit mode, can you then translate that?
I can select vertices in edit mode. I cannot move them by any of the normal means in which you move vertices. Again, except I can extrude vertices, but that isn't useful for anything. Proportional editing doesn't change anything as none of the vertices will move at all.
To clarify since you seem to think I'm starting from zero on blender, I know how to model and sculpt things already. It's just specifically with the characters imported from Daz, something seems to be preventing me from effecting these particular vertices.
Weird, did you use daztoblender or diffeomorphic?
I used the daz to blender bridge that came out recently, subdivide 0 and checked the box for minimum morphs.
Once it's imported in, make sure you set up a shape key first; that way if it is wrong, you can delete the shape key, or ignore it with it set to zero; think of a shape key as a morph.
Right hand side usually;
Properties window > Object Data Properties > Shape Key Area.
Press pluss ( + ) twice if there are none there; if there are pre-existing, press once.
Select the shape key; Do NOT select Basis. Change the Value to one.
if you go into edit mode and make changes they will affect the mesh.
@AliPop -- To touch on what nicstt said, it is all about the Shape Keys.
I just loaded G8 Female with the minimum morphs checked, and it still loads in a lot of morphs, but more importantly, the last one is selected upon import.
Even though they are all set to 0.00, if you have a Shape Key selected, Blender believes you want to act on that SK in Edit Mode -- If it is set to zero, you can not move any vertices -- It is a safety feature, as well to protect already created SK's/morph targets.
If you just want to move vertices in Edit Mode without restriction, but are not trying to create a new morph target, then select the 'Basis' shape key at the very top of the list.
Keep in mind that you will be destructively changing the base shape working this way.
If you want to create a new morph target, then follow what nicstt stated in the post above...
Oh, I'm glad I stumbled on this thread. I've been tearing my hair out trying to modify clothing (to get rid of poke-through) in Blender after import. Nothing would move. Now I know why. Thank you @DaremoK3 and @nicstt !
Also, select the mesh and hit n to call up the... N-panel. Make sure the little padlocks next to each transform are unlocked.
I got a solution!
1. You export the mesh into OBJ file.
2. Import that OBJ file to blend file.
Then it will be editable. No locks.
I had the same problem with you but this method works.