I have this issue going when I move a bone in an asset
It's all part of the same face group and seems to be all rigged to the same bone, however when I move it... that happens.
I'd like to know how to fix it because I do want to use this asset.
IT also seems to mirror on the other side so simply not using that door isn't an option.
Any idea of how to fix this?
If you posted an updated image, I can't see it, but...
As
@anne O'nymous said, if, when you move a bone, part of the structure doesn't move correctly, then the vertex isn't (or vertices aren't) properly linked to the bone. The mechanism for linking vertices to bones is typically called "weight painting" or "weight mapping." The basic idea is that a particular vertex, in many models, can potentially be affected by more than one bone. (Think of parts of your skin near your elbow - they're affected by the position of both your upper and lower arm bones.) So, each vertex can be connected to multiple bones, and a "weight" is assigned that tells the software how much influence should come from each bone. In your case, in all likelihood, anything that isn't moving but is supposed to probably just needs to be weighted to the bone in question.
So, every bone in a figure has (or can have) a weight map associated with it. Each weight map then tells Daz Studio which vertices are to be considered "connected" to that bone, and by how much.
There is a tool in Daz Studio called the Node Weight Map Brush (Tools menu) which can be used to edit weight maps. What you need to do is to use this tool to go in and adjust the vertex or vertices so that they're linked to the bone in question.
There's a document on the Daz site that describes this:
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but it's a bit old. It uses some older terminology (although the basic process is the same). Ditto this one:
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(Both refer to the Triax stuff that was in older figures, and show out-of-date images of the Daz Studio interface, but the concepts are still valid.)
There's also a reasonably detailed forum post:
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Finally, a little Google fu shows that there are some tutorials on Youtube.
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That being said, here's an illustration of what I mean. What I've done is load a G3F figure, select the "Left Thumb 2" bone in the Scene, selected the Node Weight Brush tool, and then, using the Tool Settings pane, clicked on the General Weights weight map. (Which is associated with the Left Thumb 2 bone, because that's what I have selected.) You can see the weights expressed as colors in the viewport - red being "most attached" and blue being "less attached", with gradations in between.
So, if you went into your spaceship figure and did the same thing, you'd be able to see which vertices are attached to the bone in question. You could then use this tool to correct the mapping so that things work the way you want them to.
Note that since you (probably) want the vertices in question to be 100% weighted to the bone, rather than "painting weight" using the brush (which will have a tendency to spill over to adjacent vertices, since it was designed to paint smoothly) what you may want to do is to use the Tool Settings for the weight brush to change modes, select individual vertices or polygons that you want to change and use the "Fill" option from within the hamburger menu (under "Weight Editing," as I recall) so that you can force those vertices to 100% without affecting adjacent vertices.
The default, when you first select the tool, is to be in "paint brush" mode, but you can change it to "selection" mode by clicking where I've marked (badly) with "1". Then you have a choice of selecting polygons, edges or vertices using the items marked "2".
Once you have the appropriate items selected, you can set a weight on them using this menu:
That's a lot more accurate than using the brush.
Finally, realize that what you're working on is the copy of the asset in your current scene, not the original. Thus, when you're done, what you probably want to do is to save the (modified) ship as a "Scene Subset" so that you can drop it into any other scenes that you want to use it in.
Hope that helps you fix the problem