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        <dc:date>2012-04-25T18:19:38+00:00</dc:date>
        <title>Making a Fitted Figure Attach Itself With Geo-Grafting™ (WIP)</title>
        <link>/public/software/dazstudio/4/userguide/creating_content/assembling/tutorials/geo_grafting/start</link>
        <description>
&lt;h1 id=&quot;making_a_fitted_figure_attach_itself_with_geo-grafting_wip&quot;&gt;Making a Fitted Figure Attach Itself With Geo-Grafting™ (WIP)&lt;/h1&gt;
&lt;div class=&quot;level1&quot;&gt;
&lt;!-- EDIT1 PLUGIN_WRAP_START [0-] --&gt;&lt;div class=&quot;wrap_center wrap_round wrap_todo plugin_wrap&quot; style=&quot;width: 80%;&quot;&gt;
&lt;p&gt;
This page is a &lt;a href=&quot;/public/terms/wip/start&quot; class=&quot;wikilink1&quot; title=&quot;public:terms:wip:start&quot;&gt;WIP&lt;/a&gt;. There are likely to be incomplete and or missing steps while the page is being built. 
&lt;/p&gt;
&lt;/div&gt;&lt;!-- EDIT2 PLUGIN_WRAP_END [0-] --&gt;
&lt;/div&gt;

&lt;h2 id=&quot;summary&quot;&gt;Summary&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;

&lt;p&gt;
This page will describe the process of taking an articulated mesh that is designed to &lt;a href=&quot;/public/software/dazstudio/4/referenceguide/terms/fit/start&quot; class=&quot;wikilink1&quot; title=&quot;public:software:dazstudio:4:referenceguide:terms:fit:start&quot;&gt;Fit To&lt;/a&gt; another figure, for the purpose of adding or replacing a portion of that figure with itself, and cause the mesh of the fitted figure to seamlessly integrate with the mesh of the base figure while it is fit to it. This process makes use of the new &lt;a href=&quot;/public/software/dazstudio/4/referenceguide/terms/geo-grafting/start&quot; class=&quot;wikilink1&quot; title=&quot;public:software:dazstudio:4:referenceguide:terms:geo-grafting:start&quot;&gt;Geo-Grafting&lt;/a&gt; technology that is available in &lt;abbr title=&quot;Digital Art Zone&quot;&gt;DAZ&lt;/abbr&gt; Studio 4.x.
&lt;/p&gt;

&lt;/div&gt;

&lt;h2 id=&quot;process_overview&quot;&gt;Process Overview&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;
&lt;ul&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Build a mesh that shares coincident boundary vertices/polygons with the host it is intended to graft to.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Construct a skeleton and rig it as you would a typical figure that is meant to fit to another figure; i.e. clothing or hair.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Fit the grafting figure to the host figure.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Select the polygons on the host figure whose collective edge boundary corresponds with the open edge boundaries of the figure being grafted.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Assign the selected polygons on the host figure as the Graft Faces for the Fitted figure.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Assign the selected polygons on the host figure as Auto-Hide Faces for the Fitted figure.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1 node&quot;&gt;&lt;div class=&quot;li&quot;&gt; Save the grafting figure assets to the new figure file format.&lt;/div&gt;
&lt;ul&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; Set the Content Type of the grafting figure to one of Follower/Attachment…&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; Set the Compatibility Base of the grafting figure.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; Set the Compatibility of the grafting figure to the Compatibility Base that represents the host figure.&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;/div&gt;

&lt;h2 id=&quot;foundation&quot;&gt;Foundation&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;


&lt;ul&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Prior to the existence of Geo-Grafting technology in &lt;abbr title=&quot;Digital Art Zone&quot;&gt;DAZ&lt;/abbr&gt; Studio 4.x, when a figure was built to take advantage of a &lt;a href=&quot;https://en.wikipedia.org/wiki/Catmull–Clark subdivision surface&quot; class=&quot;interwiki iw_wp&quot; target=&quot;_blank&quot; title=&quot;https://en.wikipedia.org/wiki/Catmull–Clark subdivision surface&quot; rel=&quot;noopener&quot;&gt;Catmull–Clark subdivision surface&lt;/a&gt;, any add-on figure whose purpose was to extend that figure by adding new geometry had little choice but to include a significant portion of the base figure&amp;#039;s mesh in the mesh of the fitting figure in order to account for the smoothing effects of the Catmull-Clark algorithm. The need to do this stemmed from a desire to create the appearance of a smooth transition from one organic shape into another. Copyright concerns and &lt;a href=&quot;/public/software/dazstudio/4/referenceguide/terms/eula&quot; class=&quot;wikilink2&quot; title=&quot;public:software:dazstudio:4:referenceguide:terms:eula&quot; rel=&quot;nofollow&quot;&gt;eula&lt;/a&gt; restrictions aside, while this approach was better than abruptly ending the mesh and creating a “stabbed-in” look, it still suffered from misalignment of boundary edges with their base mesh counterparts, particularly at sharp angles, and required tricks with opacity/transparency maps that often result in parallax errors.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; This process requires the use of the &lt;a href=&quot;/public/software/dazstudio/4/referenceguide/interface/viewport_tools/polygon_group_editor/start&quot; class=&quot;wikilink2&quot; title=&quot;public:software:dazstudio:4:referenceguide:interface:viewport_tools:polygon_group_editor:start&quot; rel=&quot;nofollow&quot;&gt;polygon_group_editor&lt;/a&gt; to select and assign polygons to specific groups from within the &lt;a href=&quot;/public/software/dazstudio/4/referenceguide/interface/viewport/start&quot; class=&quot;wikilink1&quot; title=&quot;public:software:dazstudio:4:referenceguide:interface:viewport:start&quot;&gt;Viewport&lt;/a&gt;.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; The Polygon Group Editor is a &lt;a href=&quot;/public/software/dazstudio/4/referenceguide/interface/viewport_tools/start&quot; class=&quot;wikilink1&quot; title=&quot;public:software:dazstudio:4:referenceguide:interface:viewport_tools:start&quot;&gt;Viewport Tool&lt;/a&gt; included in the &lt;a href=&quot;/public/software/dazstudio/4/referenceguide/plugins/cct/start&quot; class=&quot;wikilink1&quot; title=&quot;public:software:dazstudio:4:referenceguide:plugins:cct:start&quot;&gt;Content Creator Toolkit (CCT)&lt;/a&gt;.&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;/div&gt;

&lt;h2 id=&quot;step_by_step&quot;&gt;Step By Step&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;

&lt;p&gt;
&lt;strong&gt;Note:&lt;/strong&gt; These steps assume you have already launched &lt;abbr title=&quot;Digital Art Zone&quot;&gt;DAZ&lt;/abbr&gt; Studio 4.x. That you have loaded the figure that your item will graft to, into the scene. That you have modeled, UV mapped and rigged the item you wish to graft to another figure, as a figure, in accordance with the &lt;a href=&quot;/public/software/dazstudio/4/userguide/creating_content/modeling/tutorials/geo_grafting/start&quot; class=&quot;wikilink2&quot; title=&quot;public:software:dazstudio:4:userguide:creating_content:modeling:tutorials:geo_grafting:start&quot; rel=&quot;nofollow&quot;&gt;geo_grafting&lt;/a&gt; and &lt;a href=&quot;/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/geo_grafting/start&quot; class=&quot;wikilink2&quot; title=&quot;public:software:dazstudio:4:userguide:creating_content:rigging:tutorials:geo_grafting:start&quot; rel=&quot;nofollow&quot;&gt;geo_grafting&lt;/a&gt; pages. That your figure has been rigged using TriAx™ Weight Mapping technology and that the figure you will be grafting to is also built on that technology. And finally, that you have your figure already loaded into the scene.
&lt;/p&gt;

&lt;/div&gt;

&lt;h3 id=&quot;step_1prepare_the_figure&quot;&gt;Step 1: Prepare the Figure&lt;/h3&gt;
&lt;div class=&quot;level3&quot;&gt;

&lt;p&gt;
Details
&lt;/p&gt;

&lt;/div&gt;

&lt;h3 id=&quot;step_2define_the_graft&quot;&gt;Step 2: Define the Graft&lt;/h3&gt;
&lt;div class=&quot;level3&quot;&gt;

&lt;p&gt;
Details
&lt;/p&gt;

&lt;/div&gt;

&lt;h3 id=&quot;step_3save_the_figure&quot;&gt;Step 3: Save the Figure&lt;/h3&gt;
&lt;div class=&quot;level3&quot;&gt;

&lt;p&gt;
Details
&lt;/p&gt;

&lt;/div&gt;

&lt;h2 id=&quot;wrap-up&quot;&gt;Wrap-Up&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;



&lt;/div&gt;
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