

Make sure to change both its Name and its Label, the latter being what’s shown in the Scene Tab (the former being what Daz Studio uses under the hood). I’ll call mine Bottom for now, but use whatever makes sense for your figure. Let’s rename our root bone to something that makes more sense by right-clicking on it, then select Rename Node. Make sure to select the actual bone in the scene tab for this to work, otherwise only one gizmo will show up. Let’s move the green gizmo to the very bottom of the plane, and the red one to the centre so that our bone looks like the bottom screenshot. Move the gizmos apart from one another and the bone will grow. In between those is the bone, barely noticeable right now because it’s so tiny. Notice the manipulator change into two independent little gizmos, a red one and a green one. Let’s change this by switching over to the Joint Editor Tool. Adjusting the Root BoneĬurrently our one and only root bone is not in the correct place, nor is it named anything sensible. This is good news because it means we can now add child bones and expand our hierarchy in the next step. If you expand it, you’ll see that it has a single bone underneath its top node. Take a look at your object in the Scene Tab and notice that its icon has changed from a cube to the familiar figure icon now. an object that has bones), head over to Edit – Object – Rigging – Convert Prop to Figure.Ī dialogue will offer various options, of which I’ll leave the defaults and hit OK. To convert it into what Daz Studio knows as a Figure (i.e. Right now our object is a prop, which means that it doesn’t have any adjustable bones. For a more complex object, you’d select more polygons and create as many bones in the places you’ll need them later, but for our example I’ll just double-click the Default group and rename it into Bottom. The latter is essentially “all polygons minus the Top group”, which in our case is exactly what we need to make a second Bottom group. This will leave us with two Face Groups: Top and Default. To do this, right-click on Face Groups and choose “Create Face Group from Selected”. I’ll select the polygons in first half of my plane and create a new Face Group that I’ll call Top.

Also make sure to select our object in the Scene Tab for the following bits and pieces to work. Make sure to open up the Tool Settings tab and keep it open during this session. We can use the Geometry Editor to create them directly inside Daz Studio. Face Groups aren’t always called Face Groups though, but when we import an object they’ll be known as such in Daz Studio (Blender for example calls them Vertex Groups). Face Groups are selections on our object, and typically you’d set these up in the 3D modeller of your choice. I’ll start by creating a plane primitive with 4 divisions, Z positive rotation so that it stands up. Let’s set all these things up and make a regular plane primitive bend in the middle for this exercise.
