rigidy nodes disappear after save as figure asset
colcurve
Posts: 153
in The Commons
When I create a rigidy node it is displayed in the node hierarchy but after saving as asset, on load of that asset the rigidy node is gone. What do?
Comments
To save a rigidity node, you should save as wearable preset.
Felis is correct, but you should save any component items as prop/figure assets first, if those are not already saved. This creates library links that the wearable preset can reference, meaning that the geometry for the assets doesn't get resaved into each preset and scene that you use it in.
(Earlier today I found a rather prolific DA freebie artist had saved *all* their assets in a way that made this mistake, which would dramatically bloat any scene files they'd been used in. It took me quite some time to resave all the assets so they had the proper library links).
Hm, i thought rigid is used e.g. to prevent geograft distortion. The geograft is a figure yes? But it needs to additionally be saved as wearable and needs to be used this way?
There is rigidity groups and rigidity nodes, which are 2 very seperate things.
Rigidity groups are used to have an area of an object to minimize distortion, when morphed.
Rigidity nodes are attachment points, used for e.g. buttons on clothing.
What are you asking about?
Rigidity Groups and Rigid Follow Nodes are different things. You must mean the latter but only the former can clear the generated morph(s) (i.e. prevent distortion). For saving Rigid Follow Nodes with the graft, first save the graft as a Figure Asset, then save it as a Wearable Preset. You may overwrite the user-facing Figure Asset as well.
I had an interesting issue with a rigitiy node. When I transferred my shorts over I had a belt buckle that was loaded to the shorts but after the transfer they load to further up G9's body and I know why because G8 is quite a bit taller but can't remember how to save the new position out as an updated option for the newer generation
Move and save a Wearables preset.