Rigidity Follow Node
You might remember awhile ago I thought it would be a great feature to have a rigidity function where the average of all weight map values applied to the reference group is filled in the values for the participant group so that rigidities do not deform at all when objects bend. This would save many hours (and days) of work for creating clothing items with hard surfaces like buttons and clasps.
The idea was liked so much it was suggested that I submit it as a feature request.
I did so and the response was "that's what rigidity follow node does".
HURRAY! So we now have non-deforming hard surfaces on clothing when the genesis figure bends? GREAT!
Except no. We don't.
As you can see even after setting the polygons for the button as a Rigidity Follow Node and the polygon under it as its reference the buttons still deform when the Genesis figure moves.
So either I'm not using it properly or Daz has turned my e-mail inbox into a house of lies.
I've searched in vane for any sort of documentation on how to use the rigidity follow node. Can someone point me in the right direction?
I'd really like to get this outfit finished but it will take weeks to manually fill the weight maps for every button on this corset. If the rigidity follow node will really do this for me I'd love to know how to make it work because clearly it's not working the way I thought it would.
Comments
Only text I have seen about it was this post:
http://www.daz3d.com/forums/discussion/29776/P300/#467222
Wow.... that is completely NOT the way I thought Rigidity Follow Nodes worked.
How the hell do you parent part of a geometry to something? I thought parenting a mesh to something was an all or nothing procedure. Either the whole shirt was parented or none of it was.
This is making no sense to me what so ever.
As I understand it, it basically allows parenting to the polygons, to a node based on polygons. Here, I made a node on plane primitive, parented cylinder to it and as I morphed the plane polygons, node moved and so did parented cylinder.
So it seems Daz Studio has absolutely no automatic way of creating true hard surfaces on clothing items. It would be wildly impractical to create a shirt where every clasp and button was a separate prop that the user has to manually fit to a Rigidity Follow Node that they create each time.
Daz really needs to address this problem in a future update of Daz Studio.
The user wouldn't have to do that, the creator could do it once and save the assembly as a Scene subset. Also, weight-mapping does allow the rigid items to be part of the clothing, it's just that there isn't an automatic way of copying the weights from an assigned polygon (though I would think it might be scriptable - I'll add it to my very long list of things to try).
Rigidity does work...I've managed to follow the process in Blondie's tutorial from the DAZ store. You don't need separate props but separate material Zones make it easier to select where you want it applied.
There is a how to on the wiki I'm on my iPad though so I don't have it bookmarked. (Searched and updated)
Rigidity doesn't always solve the problems though and can cause other issues.
Blondie's tutorial...
http://docs.daz3d.com/doku.php/public/read_me/index/16995/start
Wiki documents....
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/rigidity/start
I would highly recommend Blondie's tutorial...it's very easy to follow and informative.
Rigidity does work...I've managed to follow the process in Blondie's tutorial from the DAZ store. You don't need separate props but separate material Zones make it easier to select where you want it applied.
There is a how to on the wiki I'm on my iPad though so I don't have it bookmarked. (Searched and updated)
Rigidity doesn't always solve the problems though and can cause other issues.
Blondie's tutorial...
http://docs.daz3d.com/doku.php/public/read_me/index/16995/start
Wiki documents....
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/rigidity/start
I would highly recommend Blondie's tutorial...it's very easy to follow and informative.
That rigidity only protects a mesh from applied morphs though, not from weight map distortions through movements.
That rigidity only protects a mesh from applied morphs though, not from weight map distortions through movements.
Sorry...I thought it did both. Not on my computer so can't check.
Rigidity maps provide protection from auto-generated morphs only.
Sorry...I thought it did both. Not on my computer so can't check.
I had thought so too originally since, you know, that's kind of the definition of rigid. Sadly it only applies to morphs.
I really hope they fix this soon.
The first thing I thought was : is it the tool we wait for to get an easier way to transfer shoes from V4 to genesis?
Didn't try yet.
I had thought so too originally since, you know, that's kind of the definition of rigid. Sadly it only applies to morphs.
I really hope they fix this soon.Yep...very sad.