Converting an older figure to triax and transfer utility.

ghastlycomicghastlycomic Posts: 2,531
edited December 1969 in New Users

So I've been messing around with the Kururu figure which is an older poser figure. I made a chibi morph for it but when I tried to adjust the rigging to shape it said the figure needed to be a triax weighted figure. So I've converted the figure to triax and did the morph, adjusted the rigging, erc freeze, etc. etc. and everything works great. I save the figure and now I'm trying to make clothes for it but when I run the transfer utility the clothing explodes. Any idea what's going on?

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Comments

  • Richard HaseltineRichard Haseltine Posts: 100,948
    edited December 1969

    Were you using the Reverse Source shape option?

  • ghastlycomicghastlycomic Posts: 2,531
    edited July 2013

    No I wasn't.... I'll give that a try.

    Nope... still didn't work.

    Is there more involved in converting a figure to a triax weighted figure than would otherwise seem?

    Post edited by ghastlycomic on
  • Richard HaseltineRichard Haseltine Posts: 100,948
    edited December 1969

    I wasn't expecting it to help, I was just thinking it was an extra thing that might go wrong and cause what you are seeing. Are you working with the OBJ or the rigged figure for the clothing? If you haven't already tried both, try the other.

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    Tried both and they explode each time.

  • ben98120000ben98120000 Posts: 469
    edited December 1969

    Do you get same result regardless whether "fit to" option is active or inactive in transfer utility?

  • ghastlycomicghastlycomic Posts: 2,531
    edited July 2013

    Yep, still get the same result even if I don't fit it to the figure.

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    Post edited by ghastlycomic on
  • kitakoredazkitakoredaz Posts: 3,526
    edited July 2013

    So that,, now you make new figure (Actor), the shape is same as Kururu.
    it shoul be base zero shape of your figure.

    then next you made morph for the New Kururu. it can change Kururu shape to the Chibi.
    but you set ERC,, the Chibi morph may change rig scale of the new Kururu,
    when you apply the Chibi morph.

    did not it? @@;?

    then made clohitng obj, I afraid you make clothing for Chbi shape (which is shape made by morph)
    and used reverse option.

    I think it is scaling problem .
    you may better make clothing for base figure,(new Kururu)
    then use transfer utility. it make your work easy.

    but if you need to use obj which fit to Chibi shape and scale,
    you must need to make your clothing fit to Zero scale Chibi, I think.

    (I do not know,, if your chibi morph effect only head node scale,, , transefr utilites work without problem or not,,
    but,, it is may opinion,, when make clothing for the morph shape, and use transfer utility to set rig and weight,

    I must use clone (which do not affect scale of each node, so the clone rig can not fit to the current shape,
    but it is more reliable to use transfer utilites,,,)

    if I were you,, I may try to make clone of Chibi shape. it is very easy,,
    just export kururu shape which applied chibi morph, then , import again to zero shape Kururu (not applied CHibi shape)
    it should be clone morph .

    then select the "clone morph" as soruce with reverse option. when transfer rig and weights.

    Post edited by kitakoredaz on
  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    The chibi morph wasn't dialed up and the base Kururu is still the base shape. The clothing was made for the Kururu base shape. Even attempting to load Kururu's clothing onto the triax weighted figure causes it to explode.

  • BejaymacBejaymac Posts: 1,889
    edited December 1969

    A little tip, unless you fancy doing a lot of mesh regrouping, re-rigging, painting new WM, adding regions and rebuilding each and every morph, then NEVER convert a Poser rigged figure to Tri-Ax. Why? because what you get doesn't bend any better than before, and in most cases bends worse, then there's the morphs, many of which are broken and need rebuilt, and that's on top of the couple of thousand files you'll have in the figures morphs folder, which if you go anywhere near the Property Editor will put DS into (Not Responding) or will crash it.

    In a nutshell, you have a lot of work ahead of you if you want the figure to work correctly as a Tri-Ax figure, and that's before you get anywhere near the clothing.

  • kitakoredazkitakoredaz Posts: 3,526
    edited December 1969

    Kururu may not like to join daz Triax figure @@; ,,,, sorry,,,(joke><)</p>

    then I understand,,

    but about my case,, I try transfer weight and rigs to the clothing and obj which made for the poser dynamic clothing
    packaged with kululu,,, (thank you to download cute figure,,,,,)
    I
    I may check weight map of triax-Kululu and try with other obj,,,

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  • kitakoredazkitakoredaz Posts: 3,526
    edited July 2013

    I find how to.

    it is simple. before I tried same things with A3, I adjust root node joint .
    you can see easy,, when you change traix figure, the root node, start postion and end positon far from usuall place.
    so that it cause problem

    go to joint editor, then set root node start position 0.0.0 then end positon to same as hip node start postion.
    (or alounde their may work,, )

    then memorize figure rigging,, and save modified assets.
    and try again to transfer utiltiy with your obj . It must work.

    but I understand bejaymac say,. kululu need not to change triax figure,,I think ^^;

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    kululuw.JPG
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    Post edited by kitakoredaz on
  • Richard HaseltineRichard Haseltine Posts: 100,948
    edited December 1969

    I find how to.

    it is simple. before I tried same things with A3, I adjust root node joint .
    you can see easy,, when you change traix figure, the root node, start postion and end positon far from usuall place.
    so that it cause problem

    go to joint editor, then set root node start position 0.0.0 then end positon to same as hip node start postion.
    (or alounde their may work,, )

    then memorize figure rigging,, and save modified assets.
    and try again to transfer utiltiy with your obj . It must work.

    but I understand bejaymac say,. kululu need not to change triax figure,,I think ^^;

    Please report this as a bug, it certainly sounds as if it should not be necessary to do that in theory.

  • kitakoredazkitakoredaz Posts: 3,526
    edited July 2013

    Then,, if is not good,, but you may need adjust weight map again.

    becaues,, even though adjust root rigs, it can not transfer all weight map correctly.
    some part of mesh have not colored where should be needed.

    so that these mesh remain the position, when you moving and pozing rigs
    (without fit to kululu, it happen too)

    ===================================

    richard,,I remember,, when try other generation figure (general) eg spaggles,, to tirax,, to make first morph.
    the root node often change strange positon. I may send bug report,,when I change figure to triax weight,,
    with transfer utility problem too. but I may check more,,.

    (but you can make good bug report than me^^;? do not you think so?)

    TU seem not well copy weight map. there are many room between selections.
    though triaxed figure ( source) weight seems not have so heavy problem.. keep good interporation, between mesh of joints.

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    Post edited by kitakoredaz on
  • kitakoredazkitakoredaz Posts: 3,526
    edited July 2013

    it seems there are some problem at start points,, when load cr2 figures on daz stuido.

    I do not know clear about poser type files, but the root node end point allways
    far flom z center when I load them to ds.
    ( 0, 180.44, 60.96)

    about 3 figures, A3,A4(V4), and kululu ,,
    their root seems have same end points. are they made so?

    ============================

    Now I can confirm it.. when I just change root node start point by joint editor,
    eg x =0 y = 95, z =0 (almost midpoint of source figure),
    and try TU with same obj,, everytime TU perfectly miss . upper mesh fly and tear away.

    but I load same cr2, or obj as target again then
    change souce kululu root node , start point (center point) to 0,0,0 ,memorize figure rigging,
    TU almost work . (though some part may miss transfer and make non colored area,,)

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    Post edited by kitakoredaz on
  • ghastlycomicghastlycomic Posts: 2,531
    edited July 2013

    Is there a way then to simply readjust the rigging to the shape of the new Chibi moph on the original figure since Daz doesn't seem to be able to do that if the figure is not a triax weighted figure. As you can see there's quite a scale difference with my morph.

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    Post edited by ghastlycomic on
  • ghastlycomicghastlycomic Posts: 2,531
    edited July 2013

    Does create an interesting effect though with the way the weight maps don't fully transfer.

    Also the clothing doesn't conform when the chibi morph is applied.

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    chibi_2.jpg
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    Post edited by ghastlycomic on
  • BejaymacBejaymac Posts: 1,889
    edited December 1969

    The problem is that you shrank the mesh when you were making the morph, you do the shrinking in DS/Poser with scale.

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    Well it was an interesting experiment none-the-less but I think I'll stick to making morphs for Genesis. These old poser figures are just too difficult to work with.

  • Richard HaseltineRichard Haseltine Posts: 100,948
    edited December 1969

    Shrinking with the morph and adjusting the rigging actually makes morph-creation easier, and I've seen at least one DAZ developer (can't recall if it was content or application development) say it was the better approach.

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