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Putting "non-smart" props on a figure symmetrically [mirroring positions]

Author: eallenmail

Tools Needed

* DAZ Studio 1.8

Introduction

If you're making your own simple props by exporting OBJs, you might have a hard time positioning them. Maybe you want your figure to have matching bracelets on each wrist, and you have the left one in the perfect position, but you just can't get the right one into position. Or you've made a custom cat ear prop for a half-human, half-beast character and gotten one ear into position, but the other ear isn't cooperating. This tutorial will help you put non-smart-propped props in matching positions on either side of a figure.

Step 1:

  1. Load your desired figure, in this case, V4. If the figure is not in the zeroed position, zero the figure.

Step 2:

  1. Load the prop that you want to duplicate and mirror the position of.

In this example, it's a primitive, a torus [or ring shape] to serve as a large, tacky earring. To create the torus, I go to Create > New Primitive. Type = Torus. Major diameter = 5 cm. Minor diameter = 3 cm. Segments = 24. Sides = 12.

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Step 3:

  1. Position the prop in the desired location.

In this case, I put the earring [torus] on V4's ear lobe with the following settings in the Parameters tab: X translate = 8.57. Y translate = 159.9. Z translate = -1.37. X rotate = 90. Y rotate =-90. Z rotate = 8.34.

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Step 4:

  1. Parent the earring to V4's head.

Do this by going to the Scene tab and dragging the name Torus down V4's hierarchy onto the name head. Save your whole project.

Step 5:

  1. Make V4 invisible by going to the Scene tab, then clicking the eyeball to the right of the Victoria 4.1 name. The eyeball will close, making the whole figure invisible.

Step 6:

  1. Now just the earring [torus] is visible. Export the earring as an OBJ by going to File > Export.

Browse to the appropriate location where you want to save it, and type in a file name. [I saved mine in my V4 runtime, in the Geometries folder, in a subfolder called Custom, as the name earring.] For Basic settings, I used the following: Preset = Custom [1 unit = 1 cm]. Scale = 100%. Do Not Export Invisible Nodes should be checked. Weld figures should not be checked. In Advanced, check Write UV Coordinates, Write Groups, Use Node Names, Write Surfaces, Write Material Library, and No Map.

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Step 7:

  1. Now make V4 visible by going to the Scene tab, then clicking the eyeball to the right of the Victoria 4.1 name. The eyeball will open, making the whole figure visible.

Step 8:

  1. Import the OBJ you just exported by going to File > Import.

Browse to the location of the OBJ, and open it. For settings, use the following: Preset = Custom [1 unit = 1 cm]. Scale = 100%. The following should be checked: Read Vertices, Read Groups, Read UV Coordinates, and Read Surfaces.

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Step 9:

  1. The imported earring will appear in the same position as the parented earring.

To move it into a bilaterally symmetrical position on the other ear, go to Scene tab. Select the name earring. Now change the following setting under the Parameters tab: X scale = -100%. You now have a second earring in a bilaterally symmetrical position in the other ear!

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Step 10:

  1. Parent the second earring to V4's head.

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Step 11:

  1. Adjust the surface settings of the matching earrings as you want.

Step 12:

  1. Again, this isn't just for primitives.

You can do this for, say, braid props to give a character a Pippi-Longstocking-like hairstyle, or full trays that a waiter is carrying in each hand, or character ears for bestial figures - all sorts of things!