Question on geo-grafting a new obj and rigging and texturing it properly.
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in New Users
So I've started dabbling in sculpting, which mainly involves me cutting out parts of a G2F model, moving it into Blender and then using it as a basis for further modification.
I've been rather successful in that I can add an additional limb and successfully geograft it onto the figure. HOWEVER, I'd like to set it up so that it is only attached to the figure but still remains independent. Kind of like the male genitalia in that although it is attached to the G2M body, moving the leg does not cause it to change.
Is this related to rigging?
Also, assuming I am successful, how do I rig it and texture it? Does creating morphs for it involve going back into blender?
Comments
Yes, you need to rig it - add bones (Joint Editor right-click menu), adjust their placement with the Joint Editor tool so they start and end where needed, then use the Geometry Editor and Node Weight Paint tool to edit the weight maps.
Yes, you wold probably use Blender to make morphs.
But how do I separate it from the hand movement? It seems to follow the hand everytime I move it.
That's where weight maps come in. You use them to assigns which part of the mesh is affected by which bone, and by how much.
Here's a quick overview:
Ah, so I guess I gotta pop back into blender I guess. Does this also mean that I need to export the figure itself into blender?
You do the rigging in Dz Studio, though if you want to group the mesh that may be easier in Blender (it is possible in DS, however).