Is there a way to rearrange the order that D-Former influences a model?
Diaspora
Posts: 440
Coming from Maya, I'm used to having a 3d model of a character and then seeing the list of inputs and seeing how different influencers like the rig or the blendshapes (aka morphs) affect the base model in what order.
It's pretty clear that when I add a d-former to a model in DAZ, it imparts its influence on the mesh before the rig and before mesh resolution and mesh smoothing. I might want to actually have the d-former do its thing at the very end of the chain, sometimes, is there a way to do that?
Comments
Convert it to a morph dial.
Apply the D-former to the mesh, adjust accordingly.
In the D-form tab, check the Create root control parameter, Delete applied dformers, and apply spawned morph. Then press the "Spawn Morph...: and enter a name for your new morph in the pop-out.
Then you can add controls, to the new morph to have it apply automatically when other things happen.
If you save the item as a "Scene subset", depending on item, it'll contain the new morph, but won't change the original item.
That's good advice for a lot of situations but it won't work for some circumstances that come up in animation.
Like, let's say, just for example, you have a rigged blanket which I control the shifting of directly with d-formers. Yes I know I could use dynamic cloth or mesh smoothing but I really prefer the results I'm getting with keyframing d-formers.
If I use morphs, I would need to make a lot of in-between morphs in order to get that same result and that's why it's not ideal.
But what I'm seeing from looking around is that the answer is no, there doesn't exist a way like in Maya of rearranging the input chain.
The mesh resolution step is applied after the user-accessible modifiers. Only PAs making content for the store have access to the tools for creating HD moprhs, which work on the virtual vertices created by SubD, and dForce does not work on the SubD vertices when draping (it can work on the Viewport level SubD vertices of collision objects, however).
OOOOH! Yeah that makes perfect sense as a way of DAZ protecting its IP. Ok, no matter I can figure out an alternative solution for my particular predicament but it's good to have definite confirmation, thank you Richard.