Daz Cutting things off in DAZ?

XartusStudio

Enchanting lewd
Game Developer
Jul 1, 2021
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Hey! Sounds weird, I know. Is there any way/plugin/whatever to make DAZ "cut" a table in half for example, or to "cut off" a hand?
 

Brecleas

Renderist
Game Developer
Jan 4, 2019
214
1,325
To some extent, you can use the Geometry Editor tool in Daz (Tools menu -> Geometry editor). It allows you to select individual polygons of the model and then hide/delete them. So to cut a table in half, you'd create two copies of the table, and delete e.g. left-part polygons of one copy and right-part polygons of the other copy. But: 1) the results will be highly dependent on the model topology 2) you will probably end up with some weird looking holes (no solid edge in the table example).

The alternative is to export the model to e.g. Blender and do the geometry changes there.
 
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Rich

Old Fart
Modder
Donor
Respected User
Game Developer
Jun 25, 2017
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Hey! Sounds weird, I know. Is there any way/plugin/whatever to make DAZ "cut" a table in half for example, or to "cut off" a hand?
Tricky problem.

To some extent, you can use the Geometry Editor tool in Daz (Tools menu -> Geometry editor). It allows you to select individual polygons of the model and then hide/delete them. So to cut a table in half, you'd create two copies of the table, and delete e.g. left-part polygons of one copy and right-part polygons of the other copy. But: 1) the results will be highly dependent on the model topology 2) you will probably end up with some weird looking holes (no solid edge in the table example).
Exactly. Recognize that, unlike "real world stuff," all 3D models are basically hollow. So, even if you delete the facets that you don't want shown, now you're looking into the inside of the table, or up the hollowed-out wrist.

The alternative is to export the model to e.g. Blender and do the geometry changes there.
For something like a table, this is practical - you delete the parts you don't want, and then create a surface that covers the "open end." The only trick is mapping the appropriate textures onto the new surface you've added.

For a figure, it's much more complex. If you do this with, say, a Genesis 8 Male, the problem is that you can't import the result back in as a morph for your character, because the number of vertices won't match. Thus, you'd almost have to "export-and-edit" every single pose separately, because the only way you could import it back into Daz would be as an OBJ. Either that, or you'd have to go through all the pain of creating an entirely new non-Genesis rigged character, which then means that clothes won't work.

There is an asset that can can create severed body parts:

That one uses an interesting trick. When you create a geograft, it can add geometry (and bones, if necessary) to a character. This is how, for example, you can create an asset that adds wings. But, in addition, a geograft can also be set up so that it hides (hides, not deletes) certain polygons of the original figure. So, in the case where the "amputation" is in the upper arm, the polygons below that on the arm are technically still there - they're just invisible. That's why the figure still behaves like a native Daz figure. So these add the polygon(s) that form the "endcap" of the amputation, but don't actually edit the figure - they just hid the parts below the "cut off spot."
 
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