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Issue with UV & Paint

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I am attempting to make a morph for Gen 3 Female using Studio/Hexagon, however no matter how many times I import G3F into Hexagon using "Send to Hex" via Studio, I cannot use any of the UV & Paint brushes (Displacement, Bump, etc) to make the morphs.  I get the Error and asked to Validate what was done (which was nothing).  Now, I exported an object file of G3F and imported it into Hexagon and no issues using anything in UV & Paint, but using the bridge to send it to Studio afterwards and using Morph Loader Pro does make a morph, but it's completely broken and sends shards of polys all over the place.

Is there something with G3F that makes UV & Paint not work with her in Hexagon, or is something missing here?

I am using Studio 4.8 (the latest version) as well as Hexagon 2 (The latest updated-uninstalled and reinstalled to be sure).

I have tried an obj file I sculpted in Sculptris and imported via Morph Loader Pro to make a morph and get the same issues- broken mesh and shards of polys everywhere.

Thanks, Dar


What Are These Models I Found In Hex?

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I was searching through the various files on my computer to make sure they were still relevant.  In the Hex folders on the CDrive I came across a folder with a bunch of models in it of animals, people, objects of various kinds.  Have no idea why these are there or if I am allowed to use them as a base to create my own items.  I found this folder in Local Disk(C:)/ProgramFiles(86)/DAZ3D/Hexagon2/content/Models.  Just need to know if I have the okay to use them as a base for creating my own items or not.

HU always texture to "copies"

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Normally I don't have any problems but the other day in the workflow, Hexagon truly messed up a folder's worth of texture images for a figure. Thankfully it was a copy so no real harm done, but yes it can.

D/S export of a figure .obj file, "copy" maps ... imported that into Hexagon ... exported it out again ... and the images were corrupted. I thought it would be overwriting the images from D/S but what it did was corrupt them.

Looks like Hexagon is not going to be updated ... Shade is here

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Sniff, sniff, sniff - I wanted a 64bit Hexagon ...

Ruled Surface between two objects question

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My goal here is to geograft a head to a Daz Genesis Character.

I have two objects (a head and a Daz Genesis character), and I wanted to connect them.  Unfortunately, the number of vertices don't line up, but I figured I can live with tri's instead of poly's in this area.  I chose ruled surface, and chose the two edge (loops) that I wanted to connect, and it did a pretty good job. (see pic)

First, is this the best way to connect these?  I assume I can now Target Weld vertices together to the head, and then that will give me the shape needed to geograft back in daz to the neck.

What about the Curves...on the right?  Looking in the Rules Surface in the Manual, it did not say anything about them, and not sure one I weld Obj and Form together what to do with those?

Thanks for any guidance...I am a real noob in modelling.  Can make basic stuff, but struggle on these more advanced steps. 

Morph not behaving as intended

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So, I loaded a Michael 6 character and put underwear on him. Then I sent the underwear to Hexagon and created a pull down morph and sent it back to Daz Studio. I didn't change the location of the underwear, just pulled down some faces. When I apply the morph in Daz Studio, the underwear leave the character's body. Maybe I'm too naive, but the whole reason I purchased Hexagon was because it advertised as seemlessly integrating with Daz Studio. (I've hidden the naughty bit for the faint of heart :)  )

Any help anyone can offer would be greatly appreciated.

Ok, Hexagon is working now , but...

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Are the figures supposed to look like this when you import them? ( by " this " i mean flesh colored knees and head , white torso, and black hands and feet. )

Hex Gallery

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Anyone know if the Hexagon gallery is going to be started again, I miss seeing what other Hex'ers have been creating.


Rotation Pivot

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Hello , I have problems with rotation of pivo . Is there any way to rotate with exact angle setting the pivot equal in the image. I used the area properties but turns every object using its center and not with reference to the fixed point. 

Any way to change this point of pivo ( in green) central objects ?

Ventriloquest face mask - advice needed

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Good day,

I have downloaded a freebie of a face mask but was disappointed to find out the mask is actually part of a huge 3D background.  The mask is lying on the background but when I have tried to ungroup the model in Bryce as I always do, huge pieces of the mask seems part of the background.  I have a long time not used Hexagon and don't really know what to do here.  As you will notice on the attached images the model is actually only partly in the grid.  This file is huge (57 mb) and I have uploaded it to my Deviantart stash as email can't attach it, even in Google drive! But here is original freebie link http://www.123dapp.com/Search/ventriloquist/content/all   I have used .obj in Hexagon.

I think if I use 'faces' it should be possible to take parts away but to be honest I just can't concentrate at this point.  Memory blockage and not much experience too, lol!

Such a mask I think can be added to a character for funny renders.  I have searched the web for freebies like this, but this is the only freebie I could get hold of.

Laura

 

 

Send to Hexagon for Studio?

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I thought you could send an object to Hexagon fron DAZ Studio but I can't seem to find the menu to do this!

Thanks
DBB

Hexagon to Unreal

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I'm having trouble figuring out how to build an object in Hexagon, and import it into Unreal Engine 4.

I think it is because I'm having trouble making sure all the faces are triangulated, which Unreal seems to require (FBX2014). However, I haven't been having success in triangulating a Box, much less something more complex. I would think that there should be a simple command that does such Triangulation of a square into 2 triangles. The only triangulation I can find is square to 4 triangles, and triangulate n-gons. (Now, why is it you can not triangulate a square with N-gons???)

Maybe that isn't what is going on, since I did triangulate a Cube and it still wouldn't import into Unreal. This is after creating a cube in Hexagon, triangulating x4, destroying until you get 2 triangles per side, sending it to Daz3d, saving as a fbx 2014 binary with default settings.

Hexagon crashes very often

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I like the Hexagon user interface very much, it´s intuitive and not overloaded with windows. I would like the sofware even more if I could trust that my work is not destroyed by crashes. It seems that when you start doing "advanced" operations, hexagon gets enough of it and shuts down. Maybe it´s eating memory, I don´t know. Why don´t DAZ try and find out, and release an update. I think 2.5.1.79 has been around for a quite a while now.
One of my favorite actions is to create tubing by drawing a spline curve and a circle, and then create a sweep surface. I import these tubes into Deep Exploration where I have CAD models of lab instruments. It´s just that the CAD models do not always include the tubing , or you need to adjust the tubing because you move components around. Hexagon is the perfect companion to D.E., if it weren´t for the crashes.
I´m have a Dell Precision laptop with windows 7, 64-bits and 12 GB of memory. Deep Exploration never complains about the power, but Hexagon gets annoyed by something.
Please, DAZ, do some troubleshooting and fix the crash issue. I would rather pay for a working software, then have an almost free software that doesn´t work. I´m sure that a lot of people agree on that.
Thank you.

How many polygons do I need?

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I have a question about creating furniture and Iray rendering:

With the new Iray render I am not sure how the number of polygones influence the look in the final render. My situation; I creat a table very simple. Every part of the table has the minimum of polygons (legs and plate are made of 6 polygones). Than I made the table with more polygons as necessary (not know the exact number). I rendered both single and together. I did not see any difference. But I know there is a difference.

I want a realistic furniture which looks real in iray renders. How many polygons do I need when I creat a table?

I know this was asked before but I did not find a good answer for my question. Thank you for your help

uninstall hexagon 2

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I clicked on the executable uninstall in the hexagon folder, seems to be doing something, but never opens uninstaller.  How can I uninstall hexagon 2?  I tried the control panel.  I have windows 7
Thanks


Change obj in Hex or add an extra bone in cr2?

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Somewhat new to Hex, so bear with me. Background: I processed the Harem Dancer V3 through Clothes Converter 4.0 (CC), which was probably a huge mistake, in retrospect. The pants are billowy with lots of folds, which drove CC berzerk. I managed to repair the mesh in Hex, but there was one item that I missed when running the Clothes Converter. It has a box to check to convert Buttocks to Hip when converting V3 to V4. I missed that. The obj has some straps that go around the lower hip area that are not in the cr2 that came from CC. Look at the main promo for the HD V3 outfit. It's the version on the left (or far right) with the straps. The upper ones are part of Hip, but the lower ones are part of lButtock, rButtock. These straps do not show up when I load the cr2 in DS.

From this nearby thread, it looks like I can just rename the lButtock and rButtock to Hip and export back to obj, and I will have these extra straps on the hip. The question is, what if I want to turn them off to make them invisible? They are part of the same UV, so there will only be one material zone. Is there a way to make them an extra bone in the cr2? I could just have 2 versions of the obj, and make a simple edit to a copy of the cr2 to point to the alternate obj.

I'm using DS3 and V4, so please bear that in mind and thanks for any suggestions.

how to create a solid dome?

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Hi all

I am going through some of the tutorials on youtube and I am bit stuck.  Sorry if this is a basic but I can't find a search function on this forum!!!!!

So my question is: I have created a sphere and deleted the top half faces.  Is there any way of converting my hollow dome to a solid dome?

Have looked at the PDF manual but no luck. I am using the latest version 2.5.1.79

thx

David

How to remove default "unassigned faces" in shading domain?

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Hello:

        There is a default "unassigned faces" in Hexagon shading domain. I want to remove it but can not find the remove function.

         Could  anyone  show how to remove it ?

 

Daniel

 

Can't use Iray shaders on "bridged" objects from Hexagon in DAZ Studio

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I can't use currently some shaders from my DAZ Studio Iray Library on objects that I have imported via the Hexagon bridge to Daz Studio. For example. I have used the Fur shaders (http://www.daz3d.com/leather-and-fur-iray-shaders) on a object from Hexagon and tried to render the object, but only the color has changed, there is no "fur" visible. If I use the shader on another object from my DAZ Library in the same scene the shader works on the other object.

I have tried this in DAZ Stidio 4.8 and 4.9 Beta with the same result. I'm sure it has worked all the time before. Has anyone an idea?

Hexagon gets lots of OpenGL errors and crashes

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Hexagon gets lots of OpenGL errors and crashes.  I have updated my graphics card to the latest drivers.  I am running windows 7 64-bit.  Hexagon is version 2.5.1.79.

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