4.23 loses all the face groups.

It seems ds4.23 loses all the face groups of all the products. It only keeps the face groups naming of the bones' names. Is there any ways to fix it?

Comments

  • crosswindcrosswind Posts: 7,307

    Don't understand what you mean ... screenshots ?

  • woyodowoyodo Posts: 34
    edited October 16
    crosswind said:

    Don't understand what you mean ... screenshots ?

    Face groups in Mesh editor. Seems like a bug in 4.23
    Rv43IuY3e0WawVX1FlQLo7IJ7.png
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    Post edited by woyodo on
  • crosswindcrosswind Posts: 7,307
    Ah,it's normal. When rigging with Transfer Utility, face groups are transfer from Genesis Figure to the target object, so the original poly groups / vertex groups, etc. will be invalid. The vendor should've removed them...
  • charlescharles Posts: 848
    edited October 16

    and you have the root of the characted clicked on in scene? I have not updated to this version yet, but if what you are saying is true, this is a bug needing quick fixing.

    Post edited by charles on
  • woyodowoyodo Posts: 34
    charles said:

    and you have the root of the characted clicked on in scene? I have not updated to this version yet, but if what you are saying is true, this is a bug needing quick fixing.

    Yes,it's a big bug need to be fixed
  • woyodowoyodo Posts: 34
    crosswind said:
    Ah,it's normal. When rigging with Transfer Utility, face groups are transfer from Genesis Figure to the target object, so the original poly groups / vertex groups, etc. will be invalid. The vendor should've removed them...
    no transfer.Just load a mesh. I think it's a bug
  • crosswindcrosswind Posts: 7,307
    edited October 16

    woyodo said:

    crosswind said:

    Ah,it's normal. When rigging with Transfer Utility, face groups are transfer from Genesis Figure to the target object, so the original poly groups / vertex groups, etc. will be invalid. The vendor should've removed them...

    no transfer.Just load a mesh. I think it's a bug

    You loaded a Wearable whatever shoes or pants to the Genesis figure... didn't you? If you did, it's no bug.

    Or if you loaded bakc an OBJ of Wearable exported from DS, it's also normal. So..., better explain what you did with what figure / prop or name the product.

    Post edited by crosswind on
  • woyodowoyodo Posts: 34
    crosswind said:

    woyodo said:

    crosswind said:

    Ah,it's normal. When rigging with Transfer Utility, face groups are transfer from Genesis Figure to the target object, so the original poly groups / vertex groups, etc. will be invalid. The vendor should've removed them...

    no transfer.Just load a mesh. I think it's a bug

    You loaded a Wearable whatever shoes or pants to the Genesis figure... didn't you? If you did, it's no bug.

    Or if you loaded bakc an OBJ of Wearable exported from DS, it's also normal. So..., better explain what you did with what figure / prop or name the product.

    I did nothing else then Load a g81f,load a wearable clothes.Only this 2 steps. I did the same thing in 4.22.The face groups are correct.The issue only exists when I use 4.23
  • crosswindcrosswind Posts: 7,307
    edited October 16

    woyodo said:

    crosswind said:

    woyodo said:

    crosswind said:

    Ah,it's normal. When rigging with Transfer Utility, face groups are transfer from Genesis Figure to the target object, so the original poly groups / vertex groups, etc. will be invalid. The vendor should've removed them...

    no transfer.Just load a mesh. I think it's a bug

    You loaded a Wearable whatever shoes or pants to the Genesis figure... didn't you? If you did, it's no bug.

    Or if you loaded bakc an OBJ of Wearable exported from DS, it's also normal. So..., better explain what you did with what figure / prop or name the product.

    I did nothing else then Load a g81f,load a wearable clothes.Only this 2 steps. I did the same thing in 4.22.The face groups are correct.The issue only exists when I use 4.23

    Can you name the clothing that you loaded to G81F ? What was the clothing product that you used ?

    Post edited by crosswind on
  • woyodowoyodo Posts: 34
    crosswind said:

    woyodo said:

    crosswind said:

    woyodo said:

    crosswind said:

    Ah,it's normal. When rigging with Transfer Utility, face groups are transfer from Genesis Figure to the target object, so the original poly groups / vertex groups, etc. will be invalid. The vendor should've removed them...

    no transfer.Just load a mesh. I think it's a bug

    You loaded a Wearable whatever shoes or pants to the Genesis figure... didn't you? If you did, it's no bug.

    Or if you loaded bakc an OBJ of Wearable exported from DS, it's also normal. So..., better explain what you did with what figure / prop or name the product.

    I did nothing else then Load a g81f,load a wearable clothes.Only this 2 steps. I did the same thing in 4.22.The face groups are correct.The issue only exists when I use 4.23

    Can you name the clothing that you loaded to G81F ? What was the clothing product that you used ?

    Every product with custom face groups,such as Vertigo high heel boots which have many face groups for test.
  • crosswindcrosswind Posts: 7,307
    edited October 17

    woyodo said:

    crosswind said:

    woyodo said:

    crosswind said:

    woyodo said:

    crosswind said:

    Ah,it's normal. When rigging with Transfer Utility, face groups are transfer from Genesis Figure to the target object, so the original poly groups / vertex groups, etc. will be invalid. The vendor should've removed them...

    no transfer.Just load a mesh. I think it's a bug

    You loaded a Wearable whatever shoes or pants to the Genesis figure... didn't you? If you did, it's no bug.

    Or if you loaded bakc an OBJ of Wearable exported from DS, it's also normal. So..., better explain what you did with what figure / prop or name the product.

    I did nothing else then Load a g81f,load a wearable clothes.Only this 2 steps. I did the same thing in 4.22.The face groups are correct.The issue only exists when I use 4.23

    Can you name the clothing that you loaded to G81F ? What was the clothing product that you used ?

    Every product with custom face groups,such as Vertigo high heel boots which have many face groups for test.

    They are all the same after loading Vertigo boots into 4.22 and 4.23 ~ It would not make sense if there were no those "face groups with 0" in 4.22 but only in 4.23.

    And this sort of "issue" is pretty commonly-seen as I said before. If you don't like them, just remove those groups and re-save a figure asset.

    SNAG-2024-10-17-166.png
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    SNAG-2024-10-17-167.png
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    Post edited by crosswind on
  • woyodowoyodo Posts: 34
    crosswind said:

    woyodo said:

    crosswind said:

    woyodo said:

    crosswind said:

    woyodo said:

    crosswind said:

    Ah,it's normal. When rigging with Transfer Utility, face groups are transfer from Genesis Figure to the target object, so the original poly groups / vertex groups, etc. will be invalid. The vendor should've removed them...

    no transfer.Just load a mesh. I think it's a bug

    You loaded a Wearable whatever shoes or pants to the Genesis figure... didn't you? If you did, it's no bug.

    Or if you loaded bakc an OBJ of Wearable exported from DS, it's also normal. So..., better explain what you did with what figure / prop or name the product.

    I did nothing else then Load a g81f,load a wearable clothes.Only this 2 steps. I did the same thing in 4.22.The face groups are correct.The issue only exists when I use 4.23

    Can you name the clothing that you loaded to G81F ? What was the clothing product that you used ?

    Every product with custom face groups,such as Vertigo high heel boots which have many face groups for test.

    They are all the same after loading Vertigo boots into 4.22 and 4.23 ~ It would not make sense if there were no those "face groups with 0" in 4.22 but only in 4.23.

    And this sort of "issue" is pretty commonly-seen as I said before. If you don't like them, just remove those groups and re-save a figure asset.

    Face groups all 0? I could select the face groups before and hide the geometries I don't want.Is there another way to hide them?
  • crosswindcrosswind Posts: 7,307

    woyodo said:

    ....

    They are all the same after loading Vertigo boots into 4.22 and 4.23 ~ It would not make sense if there were no those "face groups with 0" in 4.22 but only in 4.23.

    And this sort of "issue" is pretty commonly-seen as I said before. If you don't like them, just remove those groups and re-save a figure asset.

    Face groups all 0? I could select the face groups before and hide the geometries I don't want.Is there another way to hide them?

    Hide them ? Why ? Delete them !! 

    Then re-save as Figure Asset if you like...

    SNAG-2024-10-18-169.png
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    SNAG-2024-10-18-170.png
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  • woyodowoyodo Posts: 34
    edited October 18
    crosswind said:

    woyodo said:

    ....

    They are all the same after loading Vertigo boots into 4.22 and 4.23 ~ It would not make sense if there were no those "face groups with 0" in 4.22 but only in 4.23.

    And this sort of "issue" is pretty commonly-seen as I said before. If you don't like them, just remove those groups and re-save a figure asset.

    Face groups all 0? I could select the face groups before and hide the geometries I don't want.Is there another way to hide them?

    Hide them ? Why ? Delete them !! 

    Then re-save as Figure Asset if you like...

    I need to hide or delete some faces of products.As vertigo boots for example,I want to hide the belts. But the regions do not contain the whole belts.I remember it had face groups to define the belts' faces before.But now,they gone.So,it's hard to select the whole belt.That is why I said face groups lost. I know I can use Blender to delete the faces and import a new obj into daz then transfer skin weight from g8f,but that is not the problem.I just want to figure out why face groups gone,or is there another way to select the faces of the same uv in daz? I found daz almost has any functions for modelling and Rigging.But they hide very deeply that most of them can not be easily found.
    Post edited by woyodo on
  • barbultbarbult Posts: 24,411

    woyodo said:

    crosswind said:

    woyodo said:

    ....

    They are all the same after loading Vertigo boots into 4.22 and 4.23 ~ It would not make sense if there were no those "face groups with 0" in 4.22 but only in 4.23.

    And this sort of "issue" is pretty commonly-seen as I said before. If you don't like them, just remove those groups and re-save a figure asset.

    Face groups all 0? I could select the face groups before and hide the geometries I don't want.Is there another way to hide them?

    Hide them ? Why ? Delete them !! 

    Then re-save as Figure Asset if you like...

    I need to hide or delete some faces of products.As vertigo boots for example,I want to hide the belts. But the regions do not contain the whole belts.I remember it had face groups to define the belts' faces before.But now,they gone.So,it's hard to select the whole belt.That is why I said face groups lost. I know I can use Blender to delete the faces and import a new obj into daz then transfer skin weight from g8f,but that is not the problem.I just want to figure out why face groups gone,or is there another way to select the faces of the same uv in daz? I found daz almost has any functions for modelling and Rigging.But they hide very deeply that most of them can not be easily found.

    The belts appear to be a surface, not a face group. Can't you just set the surface opacity to 0? Or select that surface in the Geometry editor and delete those polygons, if you really want them permanently gone.

  • crosswindcrosswind Posts: 7,307
    edited October 18

    Yep, exactly as barbult said. Just:

    - Change Resolution Level to Base, activate Geometry Editor.
    - Hide Belts and Metal surfaces. Export to OBJ.

    Again, Face Groups transferred from G8F are used for bone mapping and skin weight binding. You should've manipulated on Surfaces rather than Face Groups

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    Post edited by crosswind on
  • woyodowoyodo Posts: 34
    crosswind said:

    Yep, exactly as barbult said. Just:

    - Change Resolution Level to Base, activate Geometry Editor.
    - Hide Belts and Metal surfaces. Export to OBJ.

    Again, Face Groups transferred from G8F are used for bone mapping and skin weight binding. You should've manipulated on Surfaces rather than Face Groups

    Yes!The problem is the Base not the High Resolution of the mesh.Thank you very much!
  • woyodowoyodo Posts: 34
    crosswind said:

    Yep, exactly as barbult said. Just:

    - Change Resolution Level to Base, activate Geometry Editor.
    - Hide Belts and Metal surfaces. Export to OBJ.

    Again, Face Groups transferred from G8F are used for bone mapping and skin weight binding. You should've manipulated on Surfaces rather than Face Groups

    I have another question:How can I sort the materials indexes of all the surfaces.For example:mat01-leather;mat02-heel;mat03-metal...
  • crosswindcrosswind Posts: 7,307

    woyodo said:

    crosswind said:

    Yep, exactly as barbult said. Just:

    - Change Resolution Level to Base, activate Geometry Editor.
    - Hide Belts and Metal surfaces. Export to OBJ.

    Again, Face Groups transferred from G8F are used for bone mapping and skin weight binding. You should've manipulated on Surfaces rather than Face Groups

    I have another question:How can I sort the materials indexes of all the surfaces.For example:mat01-leather;mat02-heel;mat03-metal...

    With Geometry Editor, double-click on the surface label in Tool Settings to rename it... however, if you do so in DS, Material Presets won't work anymore on the item ~~

  • woyodowoyodo Posts: 34
    crosswind said:

    woyodo said:

    crosswind said:

    Yep, exactly as barbult said. Just:

    - Change Resolution Level to Base, activate Geometry Editor.
    - Hide Belts and Metal surfaces. Export to OBJ.

    Again, Face Groups transferred from G8F are used for bone mapping and skin weight binding. You should've manipulated on Surfaces rather than Face Groups

    I have another question:How can I sort the materials indexes of all the surfaces.For example:mat01-leather;mat02-heel;mat03-metal...

    With Geometry Editor, double-click on the surface label in Tool Settings to rename it... however, if you do so in DS, Material Presets won't work anymore on the item ~~

    I mean to change the SORT of the materials.The first material : Main,the second : Heel ... When I import it to unreal , the materials sort like what I want.
  • crosswindcrosswind Posts: 7,307
    edited October 19

    woyodo said:

    crosswind said:

    woyodo said:

    crosswind said:

    Yep, exactly as barbult said. Just:

    - Change Resolution Level to Base, activate Geometry Editor.
    - Hide Belts and Metal surfaces. Export to OBJ.

    Again, Face Groups transferred from G8F are used for bone mapping and skin weight binding. You should've manipulated on Surfaces rather than Face Groups

    I have another question:How can I sort the materials indexes of all the surfaces.For example:mat01-leather;mat02-heel;mat03-metal...

    With Geometry Editor, double-click on the surface label in Tool Settings to rename it... however, if you do so in DS, Material Presets won't work anymore on the item ~~

    I mean to change the SORT of the materials.The first material : Main,the second : Heel ... When I import it to unreal , the materials sort like what I want.

    Not achievable in DS 'cause DS just list them alphabetically in ascending order ( sorting them by adding a prefix of number is already a good way...) ...You can do it in UE... if it's doable.

    Post edited by crosswind on
  • woyodowoyodo Posts: 34
    crosswind said:

    woyodo said:

    crosswind said:

    woyodo said:

    crosswind said:

    Yep, exactly as barbult said. Just:

    - Change Resolution Level to Base, activate Geometry Editor.
    - Hide Belts and Metal surfaces. Export to OBJ.

    Again, Face Groups transferred from G8F are used for bone mapping and skin weight binding. You should've manipulated on Surfaces rather than Face Groups

    I have another question:How can I sort the materials indexes of all the surfaces.For example:mat01-leather;mat02-heel;mat03-metal...

    With Geometry Editor, double-click on the surface label in Tool Settings to rename it... however, if you do so in DS, Material Presets won't work anymore on the item ~~

    I mean to change the SORT of the materials.The first material : Main,the second : Heel ... When I import it to unreal , the materials sort like what I want.

    Not achievable in DS 'cause DS just list them alphabetically in ascending order ( sorting them by adding a prefix of number is already a good way...) ...You can do it in UE... if it's doable.

    Understand,thanks!
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