Help - Transfer Utility and Geografting in Daz3D

Greetings all,

I need some help. I'm trying to figure out geografting in Daz3D but I'm running into different obstacles.

I created a crude shape for the cheek and tried to walk through the tutorial shown here: https://www.youtube.com/watch?v=_E4r2mKYNUQ&t=108s&ab_channel=Meshology

From what I understand from the instructions:

  1. First you create the shape you're going to geograft and making sure its border Geometry aligns perfectly with the edges of the faces located on the base model you're going to geograft to.
  2. Select Your New Geometry > Edit > Figure > Geometry > Convert to SubD
  3. Select Your New Geometry > Edit > Figure > Transfer Utility (In order to convert the new Geometry to an auto-fitting item) - Set the Source Scene item to your Base Model and Set the Target Scene Item as the New Geometry.

Here's where I run into my first issue. This warps my Geometry and relocates it (as shown in the attachment images). It's also a destructive process because hitting UNDO clears the entire model.

What am I doing incorrectly?

Any guidance would be greatly appreciated.

Screenshot 2024-12-22 194946.png
1916 x 1031 - 983K
Screenshot 2024-12-22 200159.png
1916 x 1028 - 756K

Comments

  • crosswindcrosswind Posts: 7,270
    edited 2:20PM

    You shouldn't have converted to subd before rigging the graft... The Genesis figure has to be set as Base Resolution as well.

    Then you'll get seamless rigging result. Besides, rigging process cannot be undone... you have to redo it from the beginning.

    Edit: Also make sure you export the cut geometry with Base Resolution as well.

     

    Post edited by crosswind at
  • Richard HaseltineRichard Haseltine Posts: 101,443
    edited 2:30PM

    As crosswind says you need to model at base resolution, which you clearly didn't do here, and agaisnt the base shape, which you don't appear to have done here - I think it is the latter that is the cause of the distortion as the fitted item is receiving a projection of the morph(s) used to get the character, in addition to having the baked in shape from the modelling.

    You would also ned to set the weld and auto-hide groups to get iot to work as an attachment once you had addressed the other issues.

    Post edited by Richard Haseltine at
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