How to edit a few points that are "out of place", and make it permanent.
Here is my issue... (Besides being new to Daz3D. But not new to 3D editing.)
I have a model with a few "buggy" points that just don't function correctly. Partly due to weighting and partly due to structure that just wasn't rigged correctly.
These points are not in the (Victoria-model) itself, but an add-on component to the model (sub-component).
I found all the videos on weighting, but Daz only seems partly functional when I try to use it to adjust anything. (Eg, I can't adjust specific morph weighting, just the weighting of the main model, which doesn't help the issue with the morph. Or, in this case, the object I am using, which morphs with the model.)
So, in the "Tools" area, I selected the four points that are giving me trouble, but all I can do with the tools, is well.. nothing. Can't move them, can't alter the weighting, can't scale them... (Again, because it keeps going back to Victoria, where is the only place I can sort-of use the tools.)
Obviously the issue is me... Google didn't help much. I keep getting videos of people moving sliders thinking they are "making models" and "editing", when they are only just adjusting transitions between two existing models. The rest takes me to the old wiki, where nothing seems to be in DAZ that was there before, or is operated in another way.
I need help trying to figure this out, then also help making it permanent, so I don't have to keep doing this every time I load a model with this issue. It is stuff like this, which keeps me from buying things I can't try.
I'll throw some HonorCoins your way, if you help... (They are like BitCoins.)
Comments
Daz3d unfortunately is kind of vague.
I assume your referring to "Daz Studio", not Daz Hexagon, or Daz Carrara.
In Daz Studio, it more of a pose and render package, then a shape editing suit. There is that "D-form" thing, tho I have had little experience with it (mostly fixing cloths that don't fit a figure).
There are programs made for changing and editing object shapes. That may be what you need, don't know for sure tho.
D-Form tutorial, it dose still apply to an extent. Step 19 "Saving a DForm Preset" has changed a tad.
http://www.daz3d.com/forums/discussion/6484/
Again, assuming Daz Studio.
(edit)
After looking at my former chats, I think the 'Weight' brush thing in Daz Studio, still needs the D-Form handle-things to move the surface after it is selected.
Can you post an image of just what you mean?
Using the content creation tools inc with DS you CAN weight paint mesh etc and save it as a support asset
Add bones morphs etc to clothes, I do so all the time so unsure what you mean.
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/joint_editor/start
Adding ghost bones
Ok, I am trying to digest all of this... yes, I will post pictures of my progress.
I will have to improvise a little. It was genitals I was working with. I will try to find another "object" that acts the same way. I think hair may work, which was another issue I was having, for another topic. I tend to use two hair-forms to get "fullness", one being a darker tight-cap and a fluffy outer-cap that is brighter, for realism.
I keep reading about the (Content Creator Kit), but I can't actually find anything related to it, unless it is just all integrated and not mentioned in the new 4.6-pro version. (I did see that it said it was included if you have that version, but nothing is mentioned beyond that, and I am not seeing any of the controls they talk about for the "add-on Content Creators Kit".)
Again, part of this is me, on the sharp learning curve. It seems like they reinvented the wheel here, and I am learning how to drive by jumping in the trunk, instead of the drivers-seat, using a joystick and 100 buttons, instead of a steering wheel, to drive. My problem is that I drive too many things... Z-Brush (3.5 and 4.0), 3DSmax (2012/2013), SketchUp 3D (4/5/7/8/2014), and trying to get back into the new Blender (2.71) since it now has Z-Brush similar function with infinite detail using the dynamic subdivisions.
Please give me a day to check-out the resources and suggestions in the replies. Your assistance is greatly appreciated. (Just let me know if you want some of those HonorCoins.)
Make sure you have an advanced view like self Serve or city limits
Not all tools show otherwise
Open tools window and can change the tools too
Look in documents and tutorials on site and in forum
Some on DeviantArt too by various users
And to add to that drive scenario, some one is randomly changing what the buttons do while your trying to drive, lol.
So much has changed after Studio v4.0, and I think it is mostly under minor construction to an extent. So most of the older tutorials, either don't apply, or it takes some digging to find the check-box or whatever.
Unlike you, my only former 3D experience was with Autocad2000, lol. I understand that steep learning curve bit, intimately.
Back from work now... Placing my driving gloves on... my feet...
Thanks Zarcon, it is good to know that I am not just going mad. (Yes, that is frustrating reading something, then about half-way through, or right from the beginning, it just can't be done because the information was for 4.0 and something changed between here and there. Guess they have a versioning issue. Sub versions, as a standard, means that nothing has changed other than added function of existing components. Usually a hard version is used to indicate major changes, like, redoing the whole GUI and file-structure and removal of major components.)
Wendy, looking for that advanced view. I didn't realize there was more than one view. (I assumed they were just styles.)
Found the deformer tool, but have not figured-out how to make it adjust the points I want. It is buggy... Seems to grab random points and I can't figure out how to change them, and the tool, like all the other tools, is in the way of what I am trying to do. (Keeps telling me I have to have something selected, when I do too... Failing to load.)
Ok, back to get my feet wet... It's a flintstones car I am driving now.
Some important notes. Firstly, Daz Studio is not a modeling program. If you want to work on the vertex level, then put simply you can't and you would need a proper modeling program to do this.
Daz Studio includes 'content creation' tools, but these are really designed to be used on finished models to make them move, or change their surface properties. For example, importing a figure mesh and rigging it with the bones needed for movement, or importing a prop and creating the surfaces zones for different shaders.
As for modeling packages, there are plenty of freebies, such as Blender, which can do the job. You could simply select your loose vertex, move it into position and export the figure once more, either as a morph target or as a static OBJ to rig or do whatever you need to do. For the level of fine tuning you want to do, this seems like the more appropriate and easier method than trying to use a D-Former which is really intended to be more freeform and less precision.
If these are stray vertices that are not connected to a polygon than export wavefront object can remove them, of course the vert count will change so morphs wont work any more.
Yes, I am realizing all of this now... (More confliction in marketing.)
Poser Pro: Used to pose, animate, interact and some mild editing of models.
Daz3D Studio Pro: Used to pose models, do some simple animations and do mild editing of models.
Seems backwards.... Poser should be DAZ3D and STUDIO should be where you do all the other stuff.
I do have Hexagon also...
However, since everything is just numbers (points), and they have the ability to move them, obviously... The most simple tool is just not present. (Not needing the ability to create surfaces, UV-map, texture and stuff... Just need to move one individual screwed-up point that just doesn't bend correctly, making the whole model kind-of useless unless it is left in the original pose.)
Are they phasing-out DAZ or something? (Or getting ready to merge DAZ and POSER?)
I still can't figure out how to just select specific points for the deform tool to function. Must be an unmentioned short-cut-only key. If I could just grab that one point, the deformer would work. Slight overkill to make it into a morph object, then edit the one point, then import it as a whole morph, just to fix that point. (Which then, I would have to apply every time, and make new morphs as it goes through transitions.)
I don't know how to do a full export yet, so that I can replace the other model, or turn it into a new one, and still have all the attributes that are seemingly only set in DAZ, by editing there. (Mapping, Weighting, Bones, etc...)
For the "intuitive" aspect of DAZ, it falls short of most intuition and far from most standards I know. Not that it is bad, it isn't, just a lot of work for things that should be simple. (Oddly, the hard things are simple!)
I am going to keep looking for a way to get this done in DAZ, because I am stubborn, and save me the added aggravation of having to export, edit, and re-import, test, doing it again if it doesn't work, having to "guess" what it will do in DAZ once it gets in there. Like I said, the model is already posed, I just need to push one stray point to a new location, for just that pose.
The "oddity" of the point is that it is from the back-side of the object it is seen on. (Daz models have this issue in the mouth too, part of the back of the tongue protrudes up through the front of the tongue, when looking down into the mouth. It is not just a point, it is a point connected to surfaces, but they all merge at that point.)
Ok, back off to work, but I will try again tonight. Spent five hours last night attempting to manipulate the d-tool to do something functional, with no luck. (Seems to grab the points from the "base morph" not the points "post-morph", which is where the issue is. Then again, the tool has to be right over the thing you are trying to edit, or it deforms if you move the tool. (That is just, well, stupid. The position of the tool should be irrelevant to the adjustments. Same issue I have with the other tools that throw themselves right over the area you are trying to edit. Can't see through the tool to know if the edit is right. Got to get use to the sliders... Which is annoying because they share the same side of the page as the selection of bones. Have to keep flipping back and forth.)
Also discovered a few bugs related to the weighting...
(Uncolored is not "Zero weighting", it is near zero, but there is still invisible weighting there if you just erase until the color goes from purple to yellow to invisible. There are many non-zero values that cause the model to deform when you are expecting it not to deform, because there appears to be no-weighting. Had a fully "non-weighted component, that I "erased" the weighting. Still, it kept smoothing the edges and some mid-parts, where there was no indicated weighting. Still never got it to stop moving, so I assume it never will be "erased" or "zero", once it has been tapped with a weight-value. They need a "erase damn-near-zero" line added to the code, so it does actually erase the unobservable fractions that just cause seams in models if left with a non-zero value on them.)
(Once "full weighted", some points can get locked "full-weighted", and can not be smoothed, erased, or altered. Seems like the reverse of "gimble-locking". AKA, floating-point locking, but on the opposite side. Once the value gets to the maximum floating-point value, it can't reduce... I assume 0.999999999999999 can't get to 0.999999999999998, so it stays rounded-up to 1.0... Gimble-lock is the opposite... which locks when it hits the smallest floating-point value of 0.000000000000 and adding that last fraction of a fraction keeps it locked at 0.0 due to division by zero protection code and rounding-down.)
Ok, ADD is running full force... Need to depart before I write a whole novel in the "Quick reply"... xD
One more quick bug...
(Deformed models don't render on mine... They show as a white outline of what should be a textured and shaded model?)
EDIT: (Seems just a glitch... Fresh model renders fine. Guess I just played with that one too much... Had her twisted like a pretzel and flipping inside-out... Seems to have made her lose her skin and 3D structure. xD)
just FYI Daz Studio is owned by DAZ 3D, Poser is owned by a completely different company.
They are, if you like to put it that way, competing products.
Each does some of the same things, but each also does some things that the other doesn't do.
They use different weight mapping, so a weight mapped figure meant to be used in Daz Studio will not work at all well in Poser, and vice versa.
Insightful, again... (I just assumed they were both made by the same company. Both products are here, some only work in one or the other. That explains a lot though.)
~
Damn, no short-cut-keys... (Sarcasm)
~
Looking into the exporting thing. I may have unserstood it backwards... Some things created in external programs may not translate into DAZ? (Like modifications. Had to look at the video where I remembered them saying that something was lost in the importing/exporting. Depends what editor you use, it seems. I have the ZBrush GOZ and I think the one for 3DSmax too. Not sure what may be lost in blender, if anything.)
I will try Hexagon, since that is a DAZ tool. This is just a simple edit. (I have not even fired it up yet, out of fear.)
Thanks to everyone who helped, seeing through my sarcastic replies. (Trying to work on that. It is more difficult than modeling!)
NOTE: OMG, that d-tool thing is crazy fun to play with... Trippy! I could see that as a useful tool for twisting and bending trees and cloth, but I think an envelope tool would be ultimately more useful... Or having the ability to just select the points you want to deform, instead of a global, well, globe that just grabs everything it touches. Might be fun for fires too, if you can put an animation on it!
Consider this post "Answered". (Well answered.)
Going to post a new one now... (Or should I keep going here with my goofy questions?)
I would really help if you posted a few screen shots of the problem you are having with the mesh.
The problem is, the issue is on the female Victoria V6 genitals/anatomy. There is no way to "take a picture of the issue", without violating the TOS. I have described it well enough, I believe.
If I come across another exact situation like this, on another part that can be photographed, I will take a photograph.