Does DAZ save unused weight maps?
zeni1agent
Posts: 61
I'm thinking of saving the weight maps that I need when I export from DAZ to Blender.
But they don't use more than one bone and I don't know where they are.
And are they saved at all?
Comments
You need to select the bone that the weights control.
What if the weight is not associated with more than one bone?
But it’s just inside the model
For example, in obj file
Will Daz see them or not?
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Aren't these weight maps?
I have a weight map that I use for the Solidify modifier(Outline).
And I want to load it into daz so that I don’t have to draw a Weight Map every time I export it from daz to blender.
I'm asking if Daz keeps unused weight maps, if so where?
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It’s just that the blender stores it all in the Vertex groups
That's why I don't know where my cards are
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Do you mean the beta version from
I've already inserted my weights to bone the ass
And it seems to be working fine.
Okay, I think I understand a little how it works.
FBX stores only weights that involve bones
and the OBJ is stored only by Vertex Group.
I can create a fake bone and attach it to the weights.
But where should I store these weights in the daz.
I don't want to create extra bones there
Where is the best place to store them if I want to use them later in a blender?
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I mean daz.
I want to store these weight maps in a daz.
So that later when I export them to blender.
They should not influence the Character itself, but simply be stored.
But I don’t know where it’s best to store them.
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I tried for a very long time to install daz on my disk and rewrite all the links
I don't really want to do this all over again.
Because I'm sure I'll make a mistake somewhere
It seems to me that the problem is mainly with the position of the bones, but weight maps seem to be transferred correctly
FBX
Genesis Female 8
Do you know where it is better to store unused weight maps in Daz?
I am still not following what you are trying to do - FBX export from DS is meant to avoid unnecessary data, so if you want to export additional weight maps you would probably need a second export with the maps assigned to bones. If you want to store maps within DS without having affect the model, use a do-nothing dForm or Push Modifier (with a Push Modifier weight node) - which is how the weight-maps for splitting morphs with Morph Loader Pro are stored.
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"unused weight maps" are the weight maps that I use in blender. They don't really affect anything in daz.
In order to transfer them to the daz, I use the FBX model, but I bind the weight to the bone Pelvis, Hip, Addomen lower. Then I load the ORIGINAL MODEL and use Copy Selected on the model. From FBX to model
The problem is that I cannot create the number of weights I need and rename them
Do you mean this?
But I can't insert my weight map
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I'm not entirely clear either, but I THINK what the OP is trying to do is what would be called a vertex map in C4D. They function in similar ways, but a weight map is for rigging, while vertex maps have much wider applications.
I use a combination of Daz and Blender.
Daz for the rig and mesh.
Blender for rendering and effects
I need weight maps for a blender.
After all, my modifiers work with them.
Example
But for daz’s figure they don’t affect anything.
You should be able to copy and paste the weights to a dForm, since it looks from the screenshot as if that is what you want (a transofmration applied through a weightmap).
But then why can't I insert a weight? Button does not work.
Which button? Had you copied the other map?
From what I THINK I understand about what you're trying to do, I think the real answer is that you won't always be able to reproduce the functionality of one program in another program.
The selection got lost and I didn’t even notice
I Exported it but there were a few extra parts
That seems to be going to Blender from Daz Studio, but at another stage you were talking about the reverse.
I edit weights in blender because DAZ has a terrible weight editor for me.
Then I export it to daz and save it on the character.
And then I load the saved character into blender
Couldn't you just save in Blender and work there, if that is to be the end result? Extra export/import steps do seem likely to introduce issues.
I thought so too at first.
But then I realized some problems with this method
1 In blender it is very difficult to copy only the selected weight map.
I have to use the mesh data transfer addon
2 Geograft breaks the mesh and it becomes impossible to load it by vertex id
Loading Geograft as a separate mesh is also not suitable because 1 subdivide breaks the mesh, 2 normals cannot work properly and the shadows are not even.
Ok, I made dForm, but in what format and is it best to save it in daz?
A dForm preset.