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        <dc:date>2012-07-17T17:17:43+00:00</dc:date>
        <title>Basic: Rigging Preparation (WIP)</title>
        <link>/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/basic_rigging_preparation/start</link>
        <description>
&lt;h1 id=&quot;basicrigging_preparation_wip&quot;&gt;Basic: Rigging Preparation (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;
With the addition of the Content Creator Tools (CCT), more and more people are interested in taking their models into &lt;abbr title=&quot;Digital Art Zone&quot;&gt;DAZ&lt;/abbr&gt; Studio and creating Content using these new tools instead of using their older methods.  This three part tutorial will take you from preparing your model for import into &lt;abbr title=&quot;Digital Art Zone&quot;&gt;DAZ&lt;/abbr&gt; Studio and all the way through the Weight Mapping procedure.
&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;p&gt;
Preparing your model includes:
&lt;/p&gt;
&lt;ul&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; UV Mapping&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Setting up Material Groups&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Setting up Selection Groups&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Scale and Position&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Importing into &lt;abbr title=&quot;Digital Art Zone&quot;&gt;DAZ&lt;/abbr&gt; Studio&lt;/div&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;p&gt;
Before proceeding with the Rigging Articles, it is assumed you have already created a model in the program of your choice.  The following section will give you instruction on preparing your model for import into &lt;abbr title=&quot;Digital Art Zone&quot;&gt;DAZ&lt;/abbr&gt; Studio so you can utilize the Content Creator Tools (CCT) to Rig the figure.
&lt;/p&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;/div&gt;

&lt;h3 id=&quot;modeling_tips_for_daz_studio&quot;&gt;Modeling Tips for DAZ Studio&lt;/h3&gt;
&lt;div class=&quot;level3&quot;&gt;

&lt;p&gt;
Here are a couple things to keep in mind when modeling for &lt;abbr title=&quot;Digital Art Zone&quot;&gt;DAZ&lt;/abbr&gt; Studio use:
&lt;/p&gt;
&lt;ul&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;a href=&quot;/public/software/dazstudio/4/start&quot; class=&quot;wikilink1&quot; title=&quot;public:software:dazstudio:4:start&quot;&gt;DAZ Studio&lt;/a&gt; prefers &lt;em&gt;&lt;a href=&quot;/public/terms/quadrilateral/start&quot; class=&quot;wikilink1&quot; title=&quot;public:terms:quadrilateral:start&quot;&gt;Quads&lt;/a&gt;&lt;/em&gt; or &lt;em&gt;&lt;a href=&quot;/public/terms/triangle/start&quot; class=&quot;wikilink1&quot; title=&quot;public:terms:triangle:start&quot;&gt;Tris&lt;/a&gt;&lt;/em&gt;.  Larger sided &lt;a href=&quot;/public/terms/polygon/start&quot; class=&quot;wikilink1&quot; title=&quot;public:terms:polygon:start&quot;&gt;Polys&lt;/a&gt; will try to display in &lt;abbr title=&quot;Digital Art Zone&quot;&gt;DAZ&lt;/abbr&gt; Studio,  but there is a risk of &lt;a href=&quot;/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/basic_rigging_preparation/artifacts&quot; class=&quot;wikilink2&quot; title=&quot;public:software:dazstudio:4:userguide:creating_content:rigging:tutorials:basic_rigging_preparation:artifacts&quot; rel=&quot;nofollow&quot;&gt;Artifacts&lt;/a&gt; showing up in these areas.  Most &lt;abbr title=&quot;Digital Art Zone&quot;&gt;DAZ&lt;/abbr&gt; Studio Artists model using quads.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;em&gt;Sharp Edges&lt;/em&gt; - These will need to be &lt;a href=&quot;/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/basic_rigging_preparation/beveled&quot; class=&quot;wikilink2&quot; title=&quot;public:software:dazstudio:4:userguide:creating_content:rigging:tutorials:basic_rigging_preparation:beveled&quot; rel=&quot;nofollow&quot;&gt;Beveled&lt;/a&gt; to maintain their sharpness, otherwise shading artifacts may occur.&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;/div&gt;

&lt;h3 id=&quot;uv_mapping_the_model&quot;&gt;UV Mapping the Model&lt;/h3&gt;
&lt;div class=&quot;level3&quot;&gt;

&lt;p&gt;
Models should be UV Mapped.  Refer to &lt;a href=&quot;/public/software/dazstudio/4/userguide/creating_content/surfacing/tutorials/basics_uv_mapping_guidelines/start&quot; class=&quot;wikilink1&quot; title=&quot;public:software:dazstudio:4:userguide:creating_content:surfacing:tutorials:basics_uv_mapping_guidelines:start&quot;&gt;Basics: UV Mapping Guidelines (WIP)&lt;/a&gt; if you need more information on this topic.
&lt;/p&gt;

&lt;/div&gt;

&lt;h3 id=&quot;materialsurface_groupings&quot;&gt;Material/Surface Groupings&lt;/h3&gt;
&lt;div class=&quot;level3&quot;&gt;

&lt;p&gt;
Create Material/Surface groups for the model.  Try to use logical and easy to understand names (Claws, Horns, Skin, etc.). Use the modeler of choice for this task, or you may also assign polygons to named surfaces with &lt;abbr title=&quot;Digital Art Zone&quot;&gt;DAZ&lt;/abbr&gt; Studio using the &lt;a href=&quot;/public/software/dazstudio/4/referenceguide/interface/action/index/dzpolygongroupeditortoolaction/start&quot; class=&quot;wikilink1&quot; title=&quot;public:software:dazstudio:4:referenceguide:interface:action:index:dzpolygongroupeditortoolaction:start&quot;&gt;Polygon Group Editor&lt;/a&gt;. 
&lt;/p&gt;

&lt;/div&gt;

&lt;h3 id=&quot;selection_sets&quot;&gt;Selection Sets&lt;/h3&gt;
&lt;div class=&quot;level3&quot;&gt;

&lt;p&gt;
Create &lt;a href=&quot;/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/basic_rigging_preparation/selection_sets&quot; class=&quot;wikilink2&quot; title=&quot;public:software:dazstudio:4:userguide:creating_content:rigging:tutorials:basic_rigging_preparation:selection_sets&quot; rel=&quot;nofollow&quot;&gt;Selection Sets&lt;/a&gt; (polygon groups) in your modeler. These will be used to designate the bones of the model. This can also be accomplished using &lt;abbr title=&quot;Digital Art Zone&quot;&gt;DAZ&lt;/abbr&gt; Studio&amp;#039;s Polygon Group Editor if you prefer. 
&lt;/p&gt;

&lt;p&gt;
Keep the edges of each Selection Sets clean. As an example of what not to do, do not include a few polygons from the thigh area in your foot Selection Set.  
&lt;/p&gt;

&lt;p&gt;
&lt;abbr title=&quot;Digital Art Zone&quot;&gt;DAZ&lt;/abbr&gt; Studio now gives the option of creating starter Weight Maps based on Selection Sets,  and it is important to pay attention to the Selection Set grouping to make Weight Map painting easier.  Notice the need to remove weight from the thigh to get the foot to work in the above example of what not to do,  if you don&amp;#039;t keep the Selection Sets clean.
&lt;/p&gt;

&lt;p&gt;
Using the naming conventions r (right)or l (left),  and keeping the naming of the Selection Sets consistent from side to side, will help keep symmetry for poses and additional features working in &lt;abbr title=&quot;Digital Art Zone&quot;&gt;DAZ&lt;/abbr&gt; Studio. (Example: lFoot or rFoot).
&lt;/p&gt;

&lt;/div&gt;

&lt;h3 id=&quot;checking_scale_and_position&quot;&gt;Checking Scale and Position&lt;/h3&gt;
&lt;div class=&quot;level3&quot;&gt;

&lt;p&gt;
The model should load into &lt;abbr title=&quot;Digital Art Zone&quot;&gt;DAZ&lt;/abbr&gt; Studio, centered on the &lt;a href=&quot;/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/basic_rigging_preparation/ground_plane&quot; class=&quot;wikilink2&quot; title=&quot;public:software:dazstudio:4:userguide:creating_content:rigging:tutorials:basic_rigging_preparation:ground_plane&quot; rel=&quot;nofollow&quot;&gt;Ground Plane&lt;/a&gt;. It should not land with parts of its body through the ground plane.
&lt;/p&gt;

&lt;p&gt;
The scale should be somewhat relative to the size of the Genesis figure.  For example, a dragon&amp;#039;s size could be considered subjective. It maybe so large that it dwarfs the size of Genesis, making it difficult to handle in the scene.
&lt;a href=&quot;/_detail/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/basic_rigging_preparation/illus1.png?id=public%3Asoftware%3Adazstudio%3A4%3Auserguide%3Acreating_content%3Arigging%3Atutorials%3Abasic_rigging_preparation%3Astart&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;public:software:dazstudio:4:userguide:creating_content:rigging:tutorials:basic_rigging_preparation:illus1.png&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/_media/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/basic_rigging_preparation/illus1.png&quot; class=&quot;mediaright&quot; align=&quot;right&quot; title=&quot;Illus. 1&quot; alt=&quot;Illus. 1&quot; /&gt;&lt;/a&gt;
Or it could be so small that its size is more like that of a baby dragon.  
&lt;/p&gt;

&lt;p&gt;
In your modeler of choice, load the modeled object as well as the Genesis figure at &lt;strong&gt;&lt;abbr title=&quot;Digital Art Zone&quot;&gt;DAZ&lt;/abbr&gt; Studio scale&lt;/strong&gt;.  Using Genesis as a reference, use your modeler&amp;#039;s tools to scale the model to a proper height, and make sure it is settled down flat on the ground plane.
&lt;/p&gt;

&lt;/div&gt;

&lt;h3 id=&quot;loading_the_model_into_daz_studio&quot;&gt;Loading the Model into DAZ Studio&lt;/h3&gt;
&lt;div class=&quot;level3&quot;&gt;

&lt;p&gt;
Once the model is final, it is time to load it into &lt;abbr title=&quot;Digital Art Zone&quot;&gt;DAZ&lt;/abbr&gt; Studio for set up. Save the final model as an obj file. Open &lt;abbr title=&quot;Digital Art Zone&quot;&gt;DAZ&lt;/abbr&gt; Studio and use &lt;a href=&quot;/public/software/dazstudio/4/referenceguide/interface/main_menu_bar/default_advanced/file/start&quot; class=&quot;wikilink1&quot; title=&quot;public:software:dazstudio:4:referenceguide:interface:main_menu_bar:default_advanced:file:start&quot;&gt;File&lt;/a&gt; &amp;gt; &lt;a href=&quot;/public/software/dazstudio/4/referenceguide/interface/action/index/dzimportaction/start&quot; class=&quot;wikilink1&quot; title=&quot;public:software:dazstudio:4:referenceguide:interface:action:index:dzimportaction:start&quot;&gt;Import...&lt;/a&gt;, (see Illus. 1) and browse to the location of the obj you just saved.   Check the object after loading. Look for shading artifacts, or other problems.  Did it come in at the correct scale?  Is it on the ground plane?
If everything looks good, it is time to rig the model. Remove the obj from your scene.
&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;p&gt;
Once you have your model prepared, you are ready to move on to the next step.  
&lt;/p&gt;

&lt;p&gt;
&lt;a href=&quot;/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/adding_bones_for_rigging/start&quot; class=&quot;wikilink1&quot; title=&quot;public:software:dazstudio:4:userguide:creating_content:rigging:tutorials:adding_bones_for_rigging:start&quot;&gt;Basic: Adding Bones for Rigging (WIP)&lt;/a&gt;
&lt;/p&gt;

&lt;/div&gt;
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