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Post by roxannej on Jul 11, 2010 11:47:20 GMT -5
OK, I thought it would be a good idea to document the problem I am having at the moment. I have no solution yet, but have a friend trying to help me figure this out.
I made a garment in Hexagon, used Auto Group Editor to group it, then brought it into D|S3A Figure Setup Tools to rig it.
The garment works perfectly in D|S. But, when pulled up in Poser, the garment is bunched and distorted. At this point, it appears to be IK which is causing the problem, but I have no idea how to remove IK from the FST.
I'll diary the progress of repair in hopes that this will help someone else with the same problem in the future.
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Post by roxannej on Jul 11, 2010 17:43:53 GMT -5
OK, well I've discovered the problem. In Figure Setup Tools, Skeleton Setup, The Kids4 loads with the IK chain enabled. They must be deleted for the clothing item created with the FST to work in Poser. Just a right click and Remove IK Chains. Attachments:
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Post by SSAfam1 on Jul 11, 2010 18:59:35 GMT -5
Great stuff! Can you show how it looked when it was "bunched and distorted"?
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Post by roxannej on Jul 11, 2010 21:08:45 GMT -5
Great stuff! Can you show how it looked when it was "bunched and distorted"? Actually, it looks like I deleted them. Someone was testing in Poser for me and sent pics, but I must have deleted them. I'll see if I can get them from her tomorrow.
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Post by SSAfam1 on Jul 12, 2010 8:47:39 GMT -5
Great stuff! Can you show how it looked when it was "bunched and distorted"? Actually, it looks like I deleted them. Someone was testing in Poser for me and sent pics, but I must have deleted them. I'll see if I can get them from her tomorrow. You fixed the problem fast. I really feel with a board like this, and peeps like us(along with others), will help newbies A LOT. They'll experience a problem and see others have had that same issue, and will get an instant fix. I It's also great that it's ONLY for clothing. As this is my only area of focus. Not wheels or anything else.
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Post by roxannej on Jul 12, 2010 9:05:04 GMT -5
Actually, it looks like I deleted them. Someone was testing in Poser for me and sent pics, but I must have deleted them. I'll see if I can get them from her tomorrow. You fixed the problem fast. I really feel with a board like this, and peeps like us(along with others), will help newbies A LOT. They'll experience a problem and see others have had that same issue, and will get an instant fix. I It's also great that it's ONLY for clothing. As this is m only area of focus. Not wheels or anything else. Well, it didn't feel fast to me <g>.....it's actually taken me longer to rig this item than it did to make it. I find it very frustrating to be told of a problem, but there's absolutely NO documentation on how to address it. I searched for several hours just to figure out how the IK chain got IN the garment, much less how to take it out. I'm hoping documenting these issues will help others eventually. But, yes, I think a forum dedicated to clothes making was/is sorely needed.
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Post by SSAfam1 on Jul 12, 2010 9:14:59 GMT -5
Two tutorials I am going to need (when you have the time not now...just eventually), please.
1.)How to rig using FST, as the documentation is so...ugh..well you know. 2.)How to fix the hip area in AGE as you and others have stated it messes it up everytime.
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Post by roxannej on Jul 12, 2010 9:37:09 GMT -5
Two tutorials I am going to need (when you have the time not now...just eventually), please. 1.)How to rig using FST, as the documentation is so...ugh..well you know. 2.)How to fix the hip area in AGE as you and others have stated it messes it up everytime. Yes, both are necessary........I just have to find something I can use to screen capture. Ain't using Camtasia again. Been there, done that, did not turn out well.
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Post by SSAfam1 on Jul 12, 2010 9:53:14 GMT -5
Two tutorials I am going to need (when you have the time not now...just eventually), please. 1.)How to rig using FST, as the documentation is so...ugh..well you know. 2.)How to fix the hip area in AGE as you and others have stated it messes it up everytime. Yes, both are necessary........I just have to find something I can use to screen capture. Ain't using Camtasia again. Been there, done that, did not turn out well. Totally understand! What I have to do is find all the utilities that can 1.)rig 2.)group 3.)add morphs to clothing. Then put them up so that Poser and Daz users know about ALL their options.
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Post by roxannej on Jul 12, 2010 21:15:53 GMT -5
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Post by johnreilly on Jul 30, 2010 11:56:35 GMT -5
I need help with Daz Studio's FST to, because I cannot figure this out I am staying away from doing proper hex models. I've tried a few times, give up and go back to making swords
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Post by SSAfam1 on Jul 30, 2010 12:00:37 GMT -5
I need help with Daz Studio's FST to, because I cannot figure this out I am staying away from doing proper hex models. I've tried a few times, give up and go back to making swords I John. I know for a fact the FST tutorial is on Rox's "to do list".
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Post by roxannej on Jul 30, 2010 12:44:17 GMT -5
OK, here's a mini tutorial for FST.
You will need to have directories set up properly within your runtime folders to successfully use FST. So, make sure you have "production" directory structure created and your geometry files save in a folder within the Runtime structure. At bare minimum, you need :Runtime:Geometries<Your Directory Name> and :Runtime:libraries:character:<Your Directory Name> you should go ahead and set up the textures and poses folders as well.
You will also need to have your object grouped and, preferably UV mapped. Mapping is not necessary for this step, but it will be to add textures to the new CR2 file in the next step.
Step 1 - putting the skeleton in your clothing.
1. Open D|S and load the figure the clothing is for.
2. Zero the figure pose. (If you don't do this, when the clothing loads, it will load in the posed position and not fit.)
3. With the figure selected, open the Setup Tools View>Tabs>Skeleton Setup. Once you have the new window, enlarge it. As big as you can on your screen. You don't need to see the screen for the next steps.
4. When in the Skeleton Setup window, click the arrow on the right and select Copy From Selected Figure. Make sure your Import options say Poser units. This will load the skeleton.
5. Now, if you want this item to work in Poser as well as D|S, go immediately to the lower left window titled IK Chains, highlight all the IK chains, right click and DELETE them. (The IK chains is what caused the Poser bunching in this original post.)
6. Now, we're going to load the OBJ file you exported, grouped and UV mapped. In the upper right window, titled Geometry List, right click and select Add Geometry. Select your OBJ file, insuring once again, that you are using Poser scaling.
7. Click on the OBJ file and drag it to the left window where it says Geometry: 0. Geometry: should change to Geometry: 1. If it doesn't you were not successful in copying the file over. Do it again.
8. Once you've pasted the OBJ file, click on the name in the same left hand window, right click and select Edit Name. Name it whatever you like, but don't use foreign characters like dashes, ampersands, etc. - just TEXT.
9. Do the same as #8 in the Label field. This is the obj name which is going to appear in your Scene tab, so be descriptive for your end users.
10. Now, look at the Group list in the lower right hand corner of the Skeleton Setup tab. Those are the groups found in your OBJ file. We're going to remove parts of the Geometry which aren't IN your obj from the original skeleton. (Below, I'll discuss leaving some things IN that aren't in the original obj.)
The HIP must always stay. Period. No further discussion. If your object does not HAVE a hip group, you'll have to leave the hip by right clicking on the Geometry field, right click and Remove Geometry Reference. This leaves the hip bone in your OBJ, but removes the actual geometry. (OK, so what doesn't have a hip, right? For instance, a pair of shoes. I have a foot, a toe and MAYBE a shin. But no hip. I still have to maintain the hip, and thigh reference in the CR2, but NOT the geometry.)
Based on your groups, remove Geometry that doesn't exist in your model, by simply clicking on the geometry item in the list, right click and Remove Geometry (and children if you don't need them). Remove Geometry actually REMOVES the geometry so there is no reference in the CR2 to it at all. So, again, using the shoes above, I'm going to remove all the Geometry I don't need, except the hip, thighs, shins, feet, toes.
Let's talk a bit about the bodyMorphs geometry in the list. If you're going to add morphs to the item, leave that in, there are no morphs in the skeleton, but you are preserving the morph capability to add them with something like Morph Manager. If you delete this geometry, you cannot ADD the morphs later.
11. If you've made the Skeleton Setup Tab cover your screen, resize it so you can see the Viewport again. Once your Relationship list matches your OBJ Group List, click that upper right arrow again and select Paste to Selected Figure. Your obj file will replace the figure in the Viewport. Viola! You've added the skeleton to your clothing object. Now, hit, File>Export and save it to a CR2 - be sure to change the drop down menu from Base Character to Conforming Figure before you export, also change the Poser version to 6.
I'll cover Joint Parameters later.........sorry, late running errands, but this should get you started.
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Post by johnreilly on Jul 30, 2010 13:23:32 GMT -5
Thank you Roxannej,
I will give this a try. To see if I can get it to work I'll knock something up in Hex and have a play.
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Post by roxannej on Jul 30, 2010 13:51:44 GMT -5
Thank you Roxannej, I will give this a try. To see if I can get it to work I'll knock something up in Hex and have a play. You're welcome, John. Let us know if you have trouble. BTW, sometimes when you select Paste to Selected Figure, D|S will crash. It's crazy, but usually that means there is a problem with the geometry in your OBJ - reversed normals, tri polygons, something. Look closely in the AGE screen - if you have reversed normals, you'll see them as holes in Auto Group Editor.
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