Creating props from surfaces?
teechurz_7c41d96282
Posts: 98
I have a large kitchen cabinet prop that has doors that don't open or close. It's all one big prop. But I want to create a door prop out of the selected region on the picture shown so I can make it open. (I'll also delete the original selection or just make it invisible.
Problem is, I can't figure out how to do this in Daz. I could do it in Poser, but not sure if it's possible in Daz. Any suggestions? Thanks!
Screenshot 2024-01-20 130821.png
1246 x 1262 - 266K
Comments
OTTOMH you might (a) remove the flat, facing facet(s) of the door with the Geometry Editor, then (b) move a flattened primitive shape (the cube - flatten it by scaling on the X or Z axis).
You could also model the door in Hexagon - a flat shape like that has to be one of the easiest modelling projects going - and import it back into your Daz scene or send it over the bridge into DAZ Studio.
If the door is not welded to the rest, you can rig it.
1 Convert Prop to Figure, use general weights
2 Select Joint editor: create child bone: Door (or whatever you like)
3 Move the child bone so the bone is aligned with the door, You should also change bone order so it matches the door.
4 Select Geomerty editor: slect a face on the door, and select connected
5 Select Weight map tool. Select child bone in scene tab, and in tool setting pane, select General Weight, and then fill selected with 100%
6 Try to adjust rotation and see if it works.
You can save it as a new prop (figure)
Just bear in mind that the model is probably a hollow shell, so the split parts will have no thickness.
This is where I'm thinking a separate primitive or other object, perhaps chamfered a bit in Hexagon, would be a good... candidate solution for such a scene.
All great suggestions, but my modeling skills are abyssmal. I ended up deleting everything but the door, then putting another copy of the cabinet in the scene in the exact same spot. I deleted the door in the new cabinet and parented the old door to the cabinet (after moving the center of rotation of the door using the joint editor.) I then saved it all as a scene subset.
You can create a primitive (a cube, a sphere, a pyramid etc,) in any DAZ scene. It is easy to scale a cube to resemble a plank or cabinet door by pushing down on the Y axis (the top) and stretching things a bit on the X axis.
I've tried to sketch out what this process might look like. In my opinion chamfering - that is to say, smoothing out or bevelling sharp edges - is nice; the inset shows how to select the edges of the object (in this case, in Hexagon) and applying some value, after which the door is more realistic.
It helps to have a spare computer to mess around on; a tablet computer on the other hand can be positioned almost anywhere for watching Hexagon tutorials.