Export from Hexagon to DAZ brings weird results
I have a very simple scene built in Hexagon. I have beveled/chamfered the edges of the left cuboid. It looks fine in Hexagon, but when I send it to DAZ via the bridge, the left cuboid has changed dramatically. The same happens when I save the scene in an OBJ file and import it into DAZ.
Can anyone say what went wrong? Do I have to do set some attribute of the cuboid so it won't change when being exported / sent to DAZ?
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Comments
Have you collapsed any dynamic geoemtry you may have in Hexagon before sending it over?
Well, I don't know what I have done with it while creating and changing it, but it must have been something like this. I'm totally new at Hexagon, so I might have pressed or selected something without knowing it.
I have deleted those two cuboids and created new ones. Now they don't change in size and position anymore.
Thank you for taking the time and trying to help!
For next time, what Richard was suggesting is that when you have the object selected, look in the lower right corner of the UI for the Dynamic Geometry window. If there is still a lightning bolt with something like "Cube 1 Controls" next to it, Click on the lightning bolt to merge the dynamic changes that Hexagon is keeping track of into your final model before you export it.
I have to admit that step has tripped me up more than once as well!
Thank you for that tip. I remember that my first set-up had some entries in the Dynamic Geometry pane.
I am now studying the Hexagon reference guide (http://docs.daz3d.com/doku.php/public/software/hexagon/2/referenceguide), which is quite thorough. I have already learned quite a lot from it. Made my first lamp, even with different materials.
That looks very nice! I've been playing more with Hexagon and modeling lately as well. My latest project was a baby crib.
Wow, the fabric dome looks really great. Did you do that in Hexagon or did you use dForce in DAZ to do that?
Both. The canopy is modeled from an ordinary cone primative. But I added a lot of facets to it so that it could drape properly using dForce. I also had to play some tricks on it as dForce didn't like the way all my polygons came to a single point at the top.