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Create Rigid Follow Nodes

First, load a genesis figure and your jewelry, then position the jewelry piece where you want it. In this tutorial, I’ll show you how to make a labret piercing using a sphere primitive.
01.jpg

Switch the viewport to wire shaded or wire texture shaded (this will make it easier to see the polygons you want to select).
Select your genesis figure in the scene tab, then select the geometry editor from tools. (Make sure the selection type is set to polygon – right click in viewport > selection type).
Then, select the polygons you want, in the area where your piercing is positioned (control + click to select multiple).
Now, there are more ways to do this: my usual choice is to select the 2 polygons on the left and right of the piercing, sometimes the ones above and under too, I noticed this selection usually keeps things in place better.
But you can also select the polygons where the piercing is located, a smaller or bigger area, etc. Once you make the node, try a few poses and shapes; if it doesn’t work well, delete the node you’ve made, try a different polygon selection and make a new node.
For this, I’ll select the polygons on the left and right of the (hidden) sphere.
02.jpg

After you make your selection, right click in viewport > geometry assignment > create rigid follow node from selected, then name your node. An axis will appear where the selection was and a the node will show in your scene tab.
Then parent the jewelry to the newly created node in the scene tab. If everything was done correctly, your piercing should follow the poses and shapes.
03.jpg

04.jpg

When everything is working satisfactorily, select your genesis figure and save as a wearable preset. (Make sure only the rigid node is ticked in the next window, so you don’t save eyebrows or other things too).

Some final suggestions:

Never move or use the rigid node to adjust the jewelry. It will appear fine in viewport and preview, but once you render, the items will not be in the same position as the viewport.
To fix this, unparent the jewelry from the node before rendering. I often do this when I’m sure the scene is final and I won’t need to make any other adjustments.

Depending on the shape and pose used, rigid nodes will still require adjustments, but they’re will not distort the jewelry in any way.

You can use this for anything, not just jewelry. It’s very useful for attaching buttons or accessories to clothing and the workflow is the same, just select the clothing item instead of genesis when making the nodes.

Don’t import an obj and save it as a wearable directly. Prepare the pieces you want to use with rigid nodes in advance; rig them, if necessary, then save as assets; only then make the nodes and save as wearable.

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