Can a nodes in an object be extracted and used independently?

ericjcantericjcant Posts: 28
edited December 1969 in Technical Help (nuts n bolts)

I hope I'm asking this correctly, but in DAZ studio can I extract a portion from the object hierarchy of a character so that I can just use that portion as an independent object? For example, like a hand or a wing. And if so, how do you disconnect it or extract it from the object?

Comments

  • kitakoredazkitakoredaz Posts: 3,526
    edited June 2015

    Hi If the part already separated as node (or single obj), (eg Rhand and childeren finger nodes)
    you only need to hide other parts nodes from current scene, then only set nodes (which youn need) as visible.

    then export as obj with option, "ignore invisible nodes". and re-import it .

    if it was not separately part as nodes, or you need to use part of node assigned mesh,
    or need to make obj from mix nodes part,

    you can use geometry editting tool, then hide poligons which you do not need,
    then edit giometery>Delete Hidden poligons.

    (you may better first export as obj with some nodes, then cut unused poligons in geometry editor.

    if you delete poligons for the mesh of rigged figure, it keep as rigged figure. not turn as obj.

    then you need to turn figure as prop.
    (Edit >figure>rigging>Convert figure as prop

    (I think it work for pozed figure too, though the center point change as current groval center,
    not pozed figure center)

    (I do not use cr2 type figure, then do not know about these, if you use triax figure, all way
    I mentioned should work)

    ===============
    add one more tip,,
    I may hope to keep original mesh (figure or nodes hieralchy) in scene,
    then ,at first, I duplicate nodes first,,Edit>duplicate then cut or hide duplicated figure, and turn part as obj,

    then hide the original nodes. ( eg you hope to grab right shoes , for current scene,
    but other scene, the actor need to wear shoes,,)

    ah,,, I remember ,,, you can use geometry shell too.
    after create shell, un parent it..then you can hide shell
    or export it as obj, then re iimport it t, and edit them in daz studio, I believe.:roll:

    shell.JPG
    1205 x 664 - 137K
    hiddenpoli.JPG
    780 x 716 - 90K
    exportnodeobj.JPG
    1190 x 762 - 152K
    Post edited by kitakoredaz on
  • ericjcantericjcant Posts: 28
    edited December 1969

    Thanks! Good info.
    One thing I noticed is that when I delete hidden polygons in the geometry editor, it still shows the node structure of all the deleted polygons in the scene tab. This isn't a big deal, but am I right in guessing that I would have to export it as an obj in order for this node information to be discarded?

  • kitakoredazkitakoredaz Posts: 3,526
    edited June 2015

    Hi. about mesh group, or surface group, you can remove or delete as you like in geometry editor.
    there may be some unused group, then you can delete them. or modify them as you like,
    to tweak easy. I recommend, edit surface group.in geometry editor, to customize mat easy.

    Then,,, when you use "hiden poligon">>"delete hiden poligons" ,there are two case..

    if it was figure (rigged) , the figure keep rigging, (bone, weight map etc) and most of morph still work.
    (though some morph, which assigend with your deleted mesh may not work, but just keep morph property (empty))

    eg in my pic, I first export the hand as obj of genesis figure, next, I delete hidden mesh.by geometry editor to tweak more.
    it was alleady obj.

    but if you use genesis or genesis2 figure, and edit geometry by geometry editor,, it keep as figure.(rig and weight map)
    Then you may hope to turn it as prop(=obj no rigging) from top menu.
    Edit >figure>rigging>Convert figure as prop

    (though keep rigging is useful for many case, because,, we can separate clothing part, keep rigging,
    and modify them easy .

    Post edited by kitakoredaz on
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