How to stop character FMB's messing up a hard rigged target!
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Howdy folks,
I have a pesky little problem. I've modelled a helmet, textured it neatly in Substance Designer.....fitted it to Vic7, edited the weight maps (only one active bone remaining being the head bone). Now the neckband strangulated poor Vic when I turned her head down, so I even created a custom JCM for this problem. A slight deformation to the helmet (wich are usually one size fits all or none) was battled setting the hidden FHMKalea7 morph to 0. And this is were the fun begins. Everytime I save the helmet and refit it, it will dial in these FHM's. Great for clothing bravo DAZ, but not to swell when you make a helmet. So there must be a way to edit the parameters of the Helmet in order to stop it accepting FHM's from Genesis 3 (or accepting them just for good measure and resetting them to 0 on the fly).
Has anyone of the goeroes or goeroeettes solved the problem and cares to share the solution, would be nice!
Greets, Ed.
Comments
Create a blank property with the same name as the morph you want to block. DS will see that and therefore not generate its own.
Thanx Richard, sound a bit like a workaround. Of course you can also just parent the helmet to the headbone.....but then you have to operate the chinbandmorph manually and that is not what I want (lazy by nature or perfectionist, who is to judge). So that will be all character FBM's and all head related morphs from the Gensis 3 Morph collection! Maybe some smart wizkid (or wizparent) at DAZ GHQ could fidle with the code a bit and write an optional block of some kind in a rigged/fitted figure. An "Accept FMB;s" toggle switch would be a NTH (Nice To Have). Maybe an idea for an update FD (Functional Design) voor 5.0 (add opening part of Also Sprach Zarathustra for musical underpinning).....and no don't need the creds just the button.
Greets, Artisan
I created my helmet in multiple parts
I have the chin part which is fitted to the character just like conforming clothing so it moves with the character's mouth, then the 2nd part is a static object parented to the character's head so it doesn't deform.
Might be another option for you.
A workaround on a workaround......it's getting better all the time! (insert Sir Paul Mc Cartney). Brilliant idea BTW......
Greets, Artisan!