Adding a new part/mesh to an existing Figure and add a new bone for it

I am looking to add a new part to an existing Figure.

For example, for my Genesis 8 figure, I wish to add a Cube primitive to the G8 figure and have that mesh assigned (weight painted) to a new bone that is a sibling to the 'Hips' or whatever is the root bone. Is there a way to do this in DAZ?

Comments

  • felisfelis Posts: 4,273

    You cannot add geometry to a figure.

    You can attach it as a geograft, but that requires that the verteces matches.

    Why can't you just parent the primitive to a figure bone?

    What are you trying to achieve?

  • GordigGordig Posts: 10,037

    felis said:

    What are you trying to achieve?

    Judging from a comment they left on one of my tutorials, they're looking to rig a steering wheel so that it moves in concert with the figure using Puppeteer.

  • Richard HaseltineRichard Haseltine Posts: 100,500

    felis said:

    You cannot add geometry to a figure.

    You can attach it as a geograft, but that requires that the verteces matches.

    only if the meshes are to literally graft - a GeoGraft can be detached from the figure, though usually that could be handled with a simple fitted figure (GeoGrafts are useful for welding two parts together, or for hiding part of the base figure, or both).

    Why can't you just parent the primitive to a figure bone?

    What are you trying to achieve?

  • cain-xcain-x Posts: 186

    felis said:

    You cannot add geometry to a figure.

    You can attach it as a geograft, but that requires that the verteces matches.

    Why can't you just parent the primitive to a figure bone?

    What are you trying to achieve?

    I have done this in the past but I would like to keep to a single application without having to move to Blender. Also it helps that it is a single armature/mesh, even if disjointed for downstream conversions.

    Puppeteer synced action is also a goal but I can already do this by just parenting the prop to a new bone - I was hoping to unify the mesh into the figure for further conversion. 

Sign In or Register to comment.