Deformers impossible to use ac…
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It would be nice, but given that this thread is over a year old, I'm not going to hold my breath. :-S
..a PDF better (short term memory issues which make video retention very poor)
Thanks Richard for your Answer.
I add the D-Former to the G2 Figure, scale it, move it to a proper Position and edit the Weight Maps with the Tool. This is working.
But if I change the Figur's Pose, the Geometry (depends on the D-Former Area) becomes strange.
Maybe this happens, because I forgot to move the D-Former itself (the Base with the funny Avatar) at the Beginning.
Anyway! I found a better Solution to create specifix Morphs. I use ZBrush and have the Advantage of Symmetry.
Although I've learnt a couple of new stuff.
If anyone needs a Tutorial about the Weight Map Brush, I recommend to watch this: https://www.youtube.com/watch?v=rIIM1oAan7o
There are 4 Videos about the Topic "Rigging Modification" from Allen Renfeldt (DAZ Prod) and I have to say: Really great! Above all, he speaks a very clearly English. So it's easy to follow - even for Non Native English Speakers.
Before that, I had no idea about Joint Editor, Polygroups and Weight-Maps.
Now I'm an Expert ;-)
Sounds like something I'd buy just for the convenience, especially if the active defa set could be saved with a figure as a preset to be transeferred from scene to scene so that the more common flesh eformations soould be saved but alered slightly from render to render without having to create a permanent morph (thinking in terms of things like sitting distortion on uneven surfaces, etc., which I currently tend to cheat using collisions.)
I'm sure there will be a demand for this ... just avoiding the export/import issues would make it worthwhile and being able to work in the same viewport would be excellent. When you say Genesis 8 figures do you mean exclusively or all, including G8? Quite a few people are still using earlier generations extensively, judging by comments in other threads. Finally, if you could include a morph-mirroring funtion, that would be another selling point.
Interesting
Will it work with the converted clothes from G3 to G8, which have the issue with lifting the shoulder part of the shirts and dresses, after conversion?
I just need to move down slightly the vertices on the G8 shoulder part of the cloth (both under and over),
..thank you. Just don't have the funds to invest in a new Genesis series, particularly when the differences are relatively minor to the previous one.
Don't convert them, change the Scene Identification (under Edit Menu) to G8
Sorry, just to clarify - are you saying that your tools will be specific ("specialized") to each particular Genesis figure or that there will be a tool for general use? I'm a little confused now.
Thanks for the explanation, Wyrmmaster
and for the tips, nicstt.
I will have a general tool that works on anything, and I will have specilized tools that are very specific to figures. For example, in a render I was just working on, I wanted to move some hair behind the shoulder of a figure, didn't care what it looked like off camera. Took about less than two minutes with the universal tool. I also needed to move an eyelid slightly. Because I hadn't set up a specific tool for G2 inner eyes yet, it took me about 6 minutes, and I think the average user would have given up. Lets face it, we have all given up on using deformers at some point and we have all given up on using wieght maps at some point, combining the two is painfull.
Short answer,
I have a generic tool will work on anything, but it is limited to round shapes unless you build your own wieght maps. If you already use deformers, you will find this tool is a masive time saver.
Specific wieght maped dynamic deformers will have to be put out per-figure, there is just no way to set up wieght maps that will work artisticaly between figures. Each single figure set will have the generic tool that will come with it for free.
...as well as to Carrara. I still use G2 on occasion because of that.
I still use the G2s a lot because it was the last generation that had a solid lineup of younger male characters and age appropriate clothing.
Yep. The sad fact is that we usually only tend to get burst of "real world" teen clothes when a new teen base figure comes out, and while we've had two official teen/tween female base characters in G2f (Teen Josie/Belle,) G3F(Teen Josie 7/Tween Julie) and G8F(Teen Josie 8/Teen Kaylee), plus a bunch of female toon types who also came with some young adult clothing, there hasn't been an official teen male base character release since G2M, when we had Teen Jayden and Brodie.
I take it that there is no tutorial on how to use the weight map tools with the DeFormer? I can't seem to get my head around the DeFormer since it was kind of combined with the weight map. I used to use it a lot when it was just a sphere with dots but I'm a little daunted these days so, ironically, I export to Blender or Hexagon (if I feel brave enough to risk it crashing). At least I can find tutorials for anything I want to do in Blender.
I found this tutorial most helpful. http://www.deviantart.com/slimmckenzie/journal/Tutorial-D-former-with-Node-Weight-Map-Brush-609397848 After creating the d-former, I immediately delete the field and work with the weight maps instead. Hope this helps!
I keep forgetting that DevArt has some useful tutorials - thanks for the reminder. I'll take a look when I get some computer time, later.
The tutorial would be much appreciated and I'm sure you will get plenty of beta volunteers.