Daz Studio Rigging – Free prop to functional prop

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in today's video I'll be showing you how I rate this free backpack prop that I use in my comic book tiger dragon the rebirth you will also learn advanced weight mapping and how to create your very own prompt slider just so the professionals do in the - 3d store hi I'm mommy welcome back to my channel where i help you to master bath junior now if you're new here don't forget hit that subscribe button and that notification bell so you don't miss out on any cool videos gonna help you on your journey have you said that let's get back to toriel right now welcome to this tutorial we'll be looking at rigging free props that we can download from third-party websites so this tutorials gonna really help you contact craters understanding how we could actually rig free props that aren't raped and we can use them inside da studio so let's get started with this tutorial right now so you probably wondering parmie why are you showing me this page well this is actually my story tiger dragon the rebirth from a page from our Colin book and I highly recommend you go read it so if you want to support me go read it link in the description down below it's free totally free you can go read it via the webtoon up you can see there as well much better watching TV a mindless TV I'm watching the news about copy 19 City lockdown period go on we talk that's entertaining that something's gonna give you a bit of fulfillment and enjoyment now the other reason why I'm showing you this as well this page is this bad here now this bad here is a free prop that I downloaded from a website that's I'm allowed to use in my comic book because it's royalty free and this prop here this bad was not rigged so this flap didn't open by itself I had to rig it so that flat put open so that's what I'm gonna show you today is how to rig props from third-party websites and then you can use that skill to rig anything so that's why wouldn't we do two days so I'm gonna show you the website right now so here it is it's from CG trader calm so it's free to log in here create a login and you can do that and this is the actual bad can obviously see it's different because I change the color so I didn't want the same bag so you can see the colors are different and there's a mean there's a meaning there's a reason behind the colors but that would be as you watch as you actually read the comic book so let's go back to this so CG trader I recommend you check out that website you can buy products from here as well if you wish to do so and that's up to you but this was a free one basically when you go to download these products it tells you what the format's are so here for this actual backpack here which is why down it you've got the FBX format and the obj format so I'll go through the different formats right now so I'm just gonna - studio and when we going to test you do we need to import them so we go to file import and it's actually saved in my comic props backpack okay so I love the obj one first and I'll show you what that looks like so I want to go to source and here's the obj file so I'm hoping that so then it gives you this import options generally you would leave this you would leave this as it is - studio we'll pick the best settings for you to import the item unless you know where it's from so let's say somebody made it in blender then you would choose these options here so say somebody many a hexagon you would choose these options depending on how it was made but generally - dude is pretty good in terms of reporting them with the right proportions so we do accept and here it is so one thing you notice straight away is there on all maps meaning there are no texture maps so if I didn't video our opinion you would see it's just black good that's all there is so with the obj what happens is when you download these files on CG trader you get the maps but you have to put them in yourself so you'll have to go to the surfaces and you would have to put them in yourself and as you can see it's the surfaces are nowhere I've just basically the surfaces are not included with the actual obj file is just basically like the bare-bones file and what you would need to do with these obj file is you would need to create your own surfaces and everything so obj is not the best format sometimes and it's gonna the obj file is just as you see in just a basic object and it's very very difficult to create surfaces for this so but you can't do it so that's the obj format so let's delete that not the best format really in terms of when you down already get from a free website so remember it's free product don't expect it to be the best product free does not always mean the best sometimes you need to actually pay to get the best product and that's up to you if you want invest in yourself so always take that into consideration so let's open the FBX formats or file import let me just go back up to the FBX format source a backpack a DX format and now it's gonna import it and then you can see the maps are already there so with the FBX format everything is as it should be so it's exactly as it was here in terms of your textures are there and everything so I forgot to the surfaces I click on a surface you would see there's a surface for the mat here there's a surface here so everything has its surfaces basically every all the settings are there and you see everything here so that's reading so that's why the FBX format is preferred really unless the obj file is from unless the obj file has the the actual surfaces that comes with it I prefer you prefer to be working with FBX format so let's have a look at this so the way it's done is we've got a group here a backpack group and then we got all the individual sections relating to the bat so before we actually start ringing this what we need to do is I need to create make this an obj file I need to create export it as an obj with all the maps so I don't want to lose any of the actual textures and the way we do that select the actual top bit here the actual note here the first bit the actual parent here and we're gonna go to file and then we're gonna go to export so I'm gonna call it backpack one or more recorded before back papa call it backpack one yes I want to say alright so this is the important bit here so although if you're beginner this looks very very intimidating it's not I'll explain to you very briefly so the main things you want to actually do when we exporting is to say where it's from so to bird from that studio to what format now it depends about formatting your exporting it to so if you're gonna work in blender then choose blender if you're gonna work with cinema 4d choose cinema 4d feel like a hexagon choose hexagons whole like wave or whatever one thing program you're using that's here obviously change that to those settings in this case we're gonna really put it back to the studio so we don't you worry about this really we don't need to change to that studio because we're gonna use it in the studio anyway so most of these settings you leave anyway so these settings here that already predict you would leave these and including this you would leave it as it is because also the correct settings for that studio now in terms of right surfaces this is the one we want to actually do here right surfaces so this is the important one we want to do is just want to collect maps so when it says collect the maps because it's selected it's going to collect all the textures in our surfaces it's gonna keep those when we save it as an obj file so I'm gonna do accept all right gonna get rid of this now and then when I go to file import I'm gonna go to my desktop where I saved it back back one and these settings are fine because we already know if the studio we don't you change any of these settings - to do renounce do accept and here it is so if you go to uh surfaces now you'll see our surfaces everything is there okay it's kept all the settings because we chose that option collect maps if we didn't choose plat maps you would have no textures saved with that obj file so very important setting nice and the reason why we are making it into an obj file is because we need to convert it to a figure so we can create your bone so we can open this flap and make it writable so that's the whole point of doing that I want you to keep the textures I wanted to create a hit to an actual obj file with the textures so that's why I did that cool okay so everything's there exactly the way I wanted it we've got our back here and now we've got this flat pawn open this flat I wanna make it readable like I did in my comic book so the first thing I need to do is select my actual backpack here obj file and what I want to do now is on a converted to a figure so we go to edit object because it's an object at the moment because of this iconian Iconium uses objects not a figure object we go into rigging and we like to convert property figure right so we get this option here a convert property figure now it's saying what kind of reading reading type do you want and I'll explain this very very quickly the Triax weight mapping is a very old way of doing the weight mapping it was used for like Genesis 1 and Genesis 2 and we don't use that anymore in - to do the one that - to do uses it's just one here general weight mapping this is the one that that city uses for everything so uses it for props uses it for figures it's just a general way I think that is being used now in the current format that we're in with Genesis a characters are Jesse three characters so that's the one we're gonna stick with parametric joint parameters we don't use that anymore basically general weight mapping is the one you want to choose we do except so when we do this you'll see that this icon changes now so this probably looks very familiar to you do you know when you add a add a character or figure into your scene you'll see it looks like this hexagonal shape here that's what that means that now it's a figure because now it's got bones okay and that means it's readable we can start to rig it we can start to make things move cool okay so now we've done that so the next thing I want to do is just change my view draw settings to texture shake not taste so so why show you so we can see all the geometry see all the geometry here so the first thing we need to do is actually tell is actually create the face the job creatures face to selection what part of the bag do we want to make a rigger ball we don't certainly don't wanna make all of it readable we just we want to apart the bag do we want to make readable so I want this so as I'm looking around I'm saying okay what where do I want the kind of the selection to be if the geometries lectures I'm looking around go okay so judging by this flap here I need to make sure this is selected I need to make sure this obviously this flap is and probably this year this hand oh nice be selected well because I want all these to move when I rigged it so when I ring it I want all these options to move so that's why we got to create that face that's election rather so our tool settings here very important tab tool settings when it comes to content creation you're gonna need this when you're gonna be rigging so if you don't have this tool settings tab just go to window and then panes and then tool settings let me just find it there is tool settings and then you can just drag it and drop it into the correct area and mines is now disappeared it's disappeared because I clicked on it so let me go back to the things there you go let me just rang it up because it's quite important okay oops okay so from here we can choose our tools so in here click up here our active tool and I want geometry editor now you've seen this a lot before I do use a quiet line materials but we're gonna go through it very quickly again so when you're selecting you have to be very careful what you select first so you have to be a bit more methodical about selection because if I just did say if I just started selecting these here these areas you have to be very methodical in how you select so how do me give you that oopsy-daisy how do we do that let me just clear that so you have to be more methodical if you think about this correctly so I want expect this section first so I'm gonna click and then ctrl click and now selected all those now I don't want to go with my mouse and click select every part of this geometry all I'm gonna do is keep control pressed on my keyboard and press the plus sign and as you can see it's automatically gonna select that geometry I don't have to do anything all I'm doing is keeping ctrl + + pressing + on my keyboard so keeping control P gone and my plus as that's why I can here I now cuffing on the keyboard alright so the next thing I still give up control button pressed I want to select this here alright keeping plus press and now it's gonna select that geometry as well so you see we're being very methodical about the way we're selecting so we don't make that many mistakes when it comes to selecting our a geometry whoo I think that's enough now when I select the handle here so I just liked some part of jump tree he the plus sign pressed and as you can see it's letting all of that so obviously it depends how this person has created this product obviously they're doing a very good job of creating separate pieces so this is a separate piece that's a separate piece and this is a separate piece so they've done a very good job with that and now what I need to do is select the bottom section here and then just keep my ctrl + button I'm always see the control press that I haven't let go and I want to choose so this is the way the interesting part comes wait wait where do I want to finish selecting my geometry now my bag is gonna hinge from here something from here this part so I want to select up to here so you have to be very methodical that way you approach this it's not a just case up I want to select everything and then like rig it it's not like that you have to be very your thought process has to be very clear so there we go cool so we've selected everything that we needed just double-checking everything yeah the saw like obviously the color of the doesn't really help because it's brown but we'll leave it as it is so that looks good to me all right cool so now I'm going to right-click anywhere in the viewport here I'm gonna go to geometry Simon I'm going to create a face group from selected so I'm gonna create a face group all right I'm gonna call this bag black I don't know probably think of a bad way bad flap and there is if we just look of a bad flap all right nothing nothing new we have done before from the other geometry tutorials cool so this is where this is the reason why we create this face is because when we create our bone our joint when we create our bone we're gonna tell the bone hey you're only going to control this section of the bag this is your job all right so let's go and create our bone for our bag flap so let's go to geometry editor here we're going to choose our joint editor now so the first thing I want to do is have to click the bone here the the bone that's created here cuz when I try a child born so this will be like our main bone and they're gonna create child balls from it so here we're gonna go to this option here click on the menu here I mean I love to create create a new child on so here I'll see give the bone a name so keep the bone name the same as the face group so I recommend you that so back flap so you know what everything is it just makes it easier to see because I've seen the more bonds you have the more complicate things getting you doing a lose track of what's happening so the rotation order make sure it matches the rotation order here so y XZ or XC alright you can't change the rotation order if you feel that it's not working for you so don't feel like I can't change it yes you can if you feel like you want to use another rotation order just to if it works better that's fine you can do that there's no hard and fast rule just pick one that works for you but start with the start with the same as D as the original here and that makes it easier for you so do you accept cool so we've seen this before in our the other tutorial that I did so here's our bone here as you see it's far too big so remember that the center point is the green here the green section here and then the end point is the red section we presume at events that can read section here all right so depending where you put this bone this is where what you will affect how this flap opens so at the moment it's nothing it's not it's just a bone it has no has no idea of what it's controlling this bone here so to tell the board what part of this bagging is to control that it's in charge of we got instruction group here and then we choose the face that we created which was here at the back flaps so take that so now what happens is the ball no this bone knows hey I'm in charge I'm controlling this back flap so when I move this around it will it will control this back flap here so I just want to bring this down a bit so probably here now I don't know exactly where the bone is to be this is what hap when you are working the more you work with it the more you work with bones you'll understand where they need to go so I'm gonna kind of play by ear so to speak so I had a rough idea where I want to be and then to argue I do Coralie a bit cheating I do right click here and you align and you're aligned node there you go so I don't need to worry about the settings here getting the exact orientation or positions I can just move I can just move them using these translation tool then I can do right click align and then align node and it will automatically do that for me so I don't need to worry about lining nodes manually using these pretend positions if you want to be very precise and users and put positions that's fine sometimes when you have a complex product and you working on you might want very you might want exact figures and that's fine yeah all right I think that's roundabout correct the way I did it if it's not open always adjust cool so at the moment nothing's gonna happen because obviously there is no weight maps so let me go to the weight maps so again let's go to a known weight map brush here we can see our general weights I'm gonna click on that and you can see it's all highlighted here so this is the weight we can apply so the way weight maps works is basically now we're going to say how much weight is gonna be applied to certain areas in here of this of this geometry so we can move it because if we don't apply any weight we can't tell that's 2d doesn't know how to move it or how much the movie because there's no way to plight so what I know we start up with as I do right click weight editing fill and I'll choose a hundred percent and you'll see that goes all red so what this means now is the full weight is applied to this geometry here so now when I go back to my bag flap here and I use my X rotation you'll see it's time to move magically all right and I think see there's a few problems with this you can see the geometry stretching here cause we've been a bit more to show you this the geometry stretching here and as we go further into is cutting into this other geometry that doesn't look very good as well so you can see there's a lot of problems in that we have to resolve but we have our base so we have a base and now we can adjust from there so all we started with the base don't try to be too like particular just say here 100% weight and then adjust from there because now we have a base line to work off from so the other thing I want to show you is go back to the joint editor and show you how this bone actually affects everything so let me just show you what happens can I get a good view here all right so you'll see as I start moving this green you see how it starts affecting the movement of the black there this is our bone that we created a back flat bone and with the actual what is being rotated you can see how this bone is affecting the movement so you can see the exact thing what's happening so you can actually choose from you say hey I feel like the way this this body so I'm gonna move it a bit you know I'm moving around about here I want to move it higher up maybe I want more or one less so you can see exactly how these bone interacts and how it really affects the movement the rigging of this prop here this is prop that we've got on the back flap so you can see as I move the X rotate more you can see what happens oh I don't like that I don't know what's happening there so you can see that hey that's actually pushing it forward I don't really want that maybe you want that so it's a great way to see and learn how bones actually work and how they're rigging form at work so this is why I'm showing you this so actually that's probably better off back where it was so as I move this next rotation say hey yeah that's what I kind of want it maybe I need to move it down a bit more cuz I don't like the way it's working this oh there yeah so I can see now how it kind of works and what's exactly how it works and where you want to position your bones so I'm going to position this bone right now where I want it all right so that's what I wanted it a line and a line note so his lines it automatically so that's what I wanted a because I wanted my kind of pivot point to be there I wanted my pivot point to be this so you can see how it works how the bond works there all right cool happy with that so again just play around with this bone the way you want it where you want to pivot point to be and you can see like how much you want where you exactly want to place this joint to such a bone so now I'm gonna do is going to go back to our weight mapping and sort out this weight map because obviously it this strength is ridiculous the way things are going so as you can see it's bending the geometry where I don't want to bend is doing some weird stuff and I don't want that so how can we control the weight nothing so now I've got my baseline here I've got two options here my weight mapping weight map brush I've got my P and my s so here we've got PE meaning paint which means add weight so we don't wanna add any more weight you can add and take away weight then here you've got the S which is smooth the weight so smoothing the weight kind of is like it's like making it a less rigid so we're making it less rigid we're give me a bit more of this natural natural kind of flow to the material so to speak so we can I'm gonna release the weight we're not gonna make it soul rigid and then here you've got extra settings like symmetry if you want to use symmetry so if I was using a symmetrical object it would do both sides so to speak when I leave that as it is and then here you got sensitivity so the sensitivity I said to you is 0.5 which is very sensitive you also might be somewhere very low so play around with the setting so I'll see the more sensitive is the more stronger the effect is with your with your brush as you doing it so you'll see me here now I've got it on the S I'm gonna left click here and I'm gonna start smoothing it out so you can see it's starting all blue here which means our smoothing that around really it helped see I've started to add some here so if I added some blacks now I'll keep the Alt key pressed and I can delete it and go back to normal so here I'm using my Alt key to remove some of that smoothing that applied now I can apply the smoothing again so this process takes a very long time so you can see the geometries changing as I'm doing it you see it's kind of being less rigid while dudes are probably fast forward this bit could only to be too long so I'll fast forward this section I could see me actually doing it okay so here we are that is my rigging done my wave mapping rather so I'm pretty happy with that yes it's not the best way mapping but the more you do it the better you'll get at it and this is what I was kind of wanted the effect to be now you're probably thinking well Tommy this is not very realistic because technically if the bad flap was open then this would curl down or this would curl back even more but that would mean creating another bond here and then having that moved further back but we're not doing that today what we doing is keeping it very simple in terms of disk weight mapping so that's advance weight mapping which we use so upset was using a smoothing tool so I was using alt to remove the weight mapping and then pressing my just my left mouse button here to kind of bring the weight mapping back and smooth it all out remember the P is better you're painting the weight map so I put in the P now you'll see outside to paint it and then I couldn't do the Alt key under to remove it so that's what Peter's smoothing actually applies smoothing so it gives you different levels so you can see here we've got blue which is very very faint weight mapping and then we've got intermediate eerie colors and I'm red meaning like full weight so that's what we got here alright so now we've got a bad flap weight map done which is awesome happy with that what else can we do so to add the moment to control this we've got an X rotate here we've got an X rotate here so I didn't see if I go too far it kind of intersects with the other part of the geometry so how do I stop that from happening so what we need to do you use the gear icon here for the ex rotate and we can tell it tell this X rotate when to stop so we're gonna do a bit more bad stuff in that so let's just move across here alright so where do I want this to stop so let me see let's find the figure first actual value before it starts intersecting so I start to intersect there a bit so let's pick up around let's say minus 120 is where I want it to stop and here where do I want you to stop here as well Leigha zeros fine so I going to my ex rotate I click on the gear icon or do parameter settings and here we can actually change the label so we don't change the name we change the label so I could say here I don't want it to be call extra time let me say back flap open now we don't change the original here the ex rotate it that's gonna mess a lot of things up unless you created the parameter yourself which I'm going to show you how to create your own parameter as well right after this and then we can you can you can call it whatever you want to so I'm gonna call it bad flap open and here's where we choose some settings so minimum is what's the minimum setting and so what I want to do is the maximum setting is obviously going to be zero and the minimum setting is going to be minus 120 and our nudge is basically when I use these arab these buttons a plus and minus how much of it will it will it increase by so I normally have this as 1 so meaning that every time I hit that plus or minus button it will be like 1 2 3 4 you know movie those interval intervals basically alright and we're gonna use a limit policy because we don't want them to go any further than that so we do it effect alright so when I open this bag is going to stop at 120 and then it's gonna go to 0 so now we can control with the exact kind of position of where this bag flap opens applause we have more control alright that's kind of cool so you're probably thinking our party well it's moving negative and I wanted it to open from left to right is that up right to left okay so how can we resolve that issue so one thing we can do is actually create our old property one of these kind of properties these are all properties here we're going to create our own property here and we're gonna tell you what to do so okay so what we need to do is be right-clicking the parameters tab then we go into edit mode that Eddie was very powerful it's a lot of what a lot of content creators use and what we're going to do right now is going to create our own parameter here very own parameter we're gonna write again but it's called create new property all right so we're gonna need the property type as float that is correct and now this is where we can actually write our name of our our property our parameter here so you can see any other name X translate y translate win a crater hole so I'm gonna just call it back flap open slash closed and then when I click on the label it'll automatically that name across the label so the path we can choose where our path things with where is it going to be so I want my property to show up this property now creating this parameter to show up in the transforms so I'm gonna go here I'm gonna click on general and transforms and there it is so what will happen is this property will show up in here in the transforms all these setting that's fine we don't wanna hide it we don't know lucky this is all Creek so here we have the presentation attributes you can choose a presentation that treats what type of actually be easier you could choose here what you want someone you guys none because that's fine 1484 so here we can choose the color of our actual parameter what does it look like so you can see these colors here red green blue we're gonna choose something different so I'm gonna go to color a and I'm gonna choose something like kind of pink just make it crazy so what happens is all this parameter will be pink okay so very bright very unique compared to what's here in that studio so you know it's relating to this prop that we created up this prop that we all have at the moment they're selecting this backdrop the color B is a text so this is a text color here sort of simile white want to be readable you can apply an icon if you want to see you go to browse and apply a specific icon or a card we're not gonna do that in this case and then these settings here will sort out later the attributes we will sort these later so you create alright so here it is our back flap our setting so when we move this nothing's happening at the moment so we need to resolve that now so to make this this parameter here take the setting of this one we're going to use ERC which is enhanced remote control now enhance more control is a very non advanced feature and what that allows you to do is have one parameter that controls several other parameters so we're using ERC in a bit of a different way but that's okay I just want to show you what a RC is because it makes things a lot easier so imagine if I had for example if I rigged these zips to open so I had once appear and there's disappear and then this zip here swim across I can use ERC enhance more control to say okay when I move this slider you're gonna open all the zips so that's what ERC is it's just the basic controls several sliders in one go so we use a TRC in a way that probably isn't the best way to use it but I'm just going to show you this so gives you a little idea how ERC work so we right click on our new parameter that was created at our property type and we're gonna use this here ERC freeze now we get this this dialogue here it looks very intimidating it's not that intimidating there's only a few options need to worry about really because we're doing something very basic here and that's this this option here these boxes here so the one thing we want to be concerned with is here we want to make sure that the correct properties are ticked according to how this flat moves so the node is our bond so back flap this one here so basically when these are all the translation rotation that happens to our back flap when we move it into the open position so this is correct so this is saying all right for this node this is what the dead origin is doing the dead end origin is doing the Y origin the Y and the X rotate in the xrg are attendees this is what's happening so this is correct so we want all these ticked because this is the node we are concerned about if there were other nodes in here that were effective we would uncheck those so that's because this is very basic one as you get more complex and you're doing more things there'll be other nodes in here you were like no I don't want the ERC to worry about that node I want to untick that so in this case this is correct because you only have one bone that's doing one thing so we do accept all right so now when we use this you can see the 100% so now when I bring this back to zero you'll see oops you'll see it goes to minus 100 I didn't want that we're gonna sort that as well you can see that now controlling it using this and it's going from the target you can see the target is moving this so you can see that okay it's moving it so we're controlling that okay and now we've got a left to right weight the plus means I'm opening it and the left means I closing it now as you can see it's going to minus 100 I didn't want that so we go back to the gear icon here we go to parameter settings and then we change it here so I don't know what minimum I didn't want - 100 I want in zero that's the minimum maximum is 100 the nudge again is up to you I want to choose I like one so every time I hit that plus point he moves in increments of 1 1 2 3 4 5 6 is up do you want to choose what you want to choose that's the way I like it here you can choose as percentage as well so at the moment sir percentage so if I get accept you'll see it's a percentage 100% and then you know 60% off to you you can choose to say hey I don't want to use percentages I just want you to use the actual values so again I want Minaj to be one so it's like there it is values of you know normal values so generally I need is a percentage I think it's fine as a percentage not want to be 1% thank you very much cool so there we go all right so now you one more thing I want to add before we leave is all right so when I click on this bone I don't want people to move these settings I don't wanted to translate it I don't want to do Y translate I don't want these options I don't want people to groove that all I want them to do is see this flap open close so they can just change that settings so well how do we do this so what we need to do is we need to hide these settings let me just turn these vertical so what we do is yet we're still in edit mode because I have this P here and I don't want any of these other transform settings here I don't want any of these other settings when they're in the transforms here when they click on the back flap bone I don't want anything here so what I'm gonna do is I click on the first bit here the yellow and then I go to the bottom I'm gonna click on the last one shift and click on Alice as they all highlight it actually we could probably leave these it's I'm just concerned about these here the actual rotation translation tools and the scale tools I don't want I don't want this to be viewable by anybody who clicks on this product I just wanted to see this option here then I could make sure I'm still my master still over the highlighted section here this this yellow section everything that highlighted I'm gonna right click already hidden or do hide selected properties all right now I want to come out of edit mode so as you can see the only thing they could do now is when they click on the back flap is they'll just see this here and all they can do is open this that's all they can do so they can't do any rotations or anything else to my product this is the only thing they could do now obviously if you're you're all going to be in advance you know that you can just right click here sorry you know you can just go to here this option to Leah and go to show hidden properties and you can see them anywhere and you can start manipulating those if you wanted to I can't you can't stop anybody from doing that but the majority of people who actually just use that studio to create the artwork I'm not gonna going to show any properties they're just gonna you know put the product in use the user parameters are available they want for their bag or the prop and then they can just render they're running the scene so they're not gonna really deal with that unless you're advanced or intermediate our your continuities so in my haste in ending the video when I did I forgot to show you how to actually say this so let's actually show you how to say this so you could get it back and use it again and again so first thing is you go to your scene tap go to click on your parent here that's your figure at the top and then you want to go to file and save as now there's two options you can save us you can either say that saving as a scene subset so here's my scene subset I'm gonna save it as backpack which I've already said you before I click yes and then to make sure that this is already ticked so this means it's going to save everything relating to that backpack do accept cool now the other way you can do it is to save it as an actual support asset as you as it would be if you were down in your professional product and being installed to your does the studio library and the way we do that is we go to file save as and we go to support asset figure prop asset so I'll just quote back I'll just write up a backpack because don't have multiple backpacks in my prop library yes one alright okay so here you can choose the asset library so at the moment being saved to my default library which is on my C Drive which is normal head 1c right if your windows I'm not too sure where it saves on max so if Aramaki will save in your default location vendor name you can have a vendor name so if you were going to sell this product if you created a product and you want to sell it then yes you would have a vendor name whatever that means you typing in their product name so whatever the product was called you know backpack whatever it was and the item name what's the specific item me metadata here you would tick the content type and you would choose what it is so this is a prop so if from the list here I would choose properly to see the other things here camera actors actors would be if you were choosing figures so if you created figures you would have actor liked if you correctly light sets scene sets of you creating a whole theme that's how you say so this is how they gotta cry the meta dentist Casper I saw when you when you click on I'll show you now actually wanna do this for some videos prop these erected here these settings should all be ticked as well compressed files will probably be ticked on yours if you're a beginner it's up to you if you want to uncheck it I'll need it on ticked just my preferred method the reason why I don't ticky is if I want you to go inside and actually edit the actual code then I could do that I've said I had to edit the code yet but when I do learn that you will learn that as well so we do accept and then it saved it so how do I check just make sure you say so let me just hide this so you can't see so the first method the way we said it was the seen subset so the way to import a seen subset into the scene you go to file merge and then backpack there it is and then there it is and then we'll be open it up you'll see that it's exactly as how we saved it there it is our backlog with our custom parameter and it works as I should expect it there you know awesome so I can delete that all right the other way we can check to see the way we saved it was the support asset as we go to our smart content app we go to our saved files we go to the prop section al there'll be a prop section there and you'll see it here but back back one and all the other stuff off the idea so these are the actual prop no now it looks very professional it's got the word prop things to it just like every winter props here you'll see all the props here all the official prop style purchase they're all here and they got the product word properly looks very professional so we don't pick on backpack which is why I said yes there it is important to see as I expand this you will see it looks exactly the same so it's up to you how you want to save it when you want to say that the scene subset or you want to save it as a support asset that's your choice I'm giving you two options pick one and go for it so there you go those are the tools or techniques you need to know to take a free prop from a website such as cg trader and they get that prop into that studio or make it fully functional inside that studio so that is exactly what I did with that backpack inside my comic book to make it all fully functional and have the flap open so I'm speaking up my comic book tie the driving the rebirth even once bought me the link is a description down below it's a web do you it's a completely free comic book hit that link and go read my comic book now let's move on to comment of the week so the kind of make is only up here our ally I believe that's your initials are my full name thank you we'll retreat comic your comic thank you Mike for your comment I'll leave it up here it's quite a big lump comment so I'll leave you fear to the end of the video so if you want your comment to your feature in next week's video and leave a comment down below as well don't forget hit that subscribe button and if you liked this video hit that like button as well I don't forget to check out these videos here they're gonna help you level up and become the best at studio three digital artist so check out those videos having said that I'll see you in X week's video
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Channel: Parmy Baddhan
Views: 12,531
Rating: undefined out of 5
Keywords: DAZSTUDIO, DAZ3D, DAZ3D HOW TO, DAZ STUDIO HOW TO, DAZ3D RIGGING, DAZ STUDIO RIGGING, DAZSTUDIO TUTORIAL, DAZ3D TUTORIAL, DAZ STUDIO RIGGING ADVANCED TUTORIAL, DAZ3D RIGGING ADVANCED TUTORIAL, HOW TO, NVIDIA IRAY, Daz Studio RIGGING Tutorial, DAZ3D RIGGING TUTORIAL, DAZ3D RENDER SETTINGS ADVANCED TUTORIAL, RIGGING Daz Studio tutorial
Id: djxO4KNiRXc
Channel Id: undefined
Length: 42min 51sec (2571 seconds)
Published: Sun May 03 2020
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