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This term is used to describe the technology behind the seamless integration of one weight-mapped figure into another, with one figure serving as a host or base and the other as an attachment. Geo-Grafting technology is an expansion on the concept of a fitted figure, whereby one articulated mesh that shares rigging and/or shaping information with another articulated mesh can be made to follow or Fit To that mesh. In items such as clothing or hair, there is no particular need to integrate the meshes. Blending of textures on polygon based hair is typically/reliably done through the use of opacity/transparency maps, and clothing is an entirely separate object. But what about adding a tail? What about doing it in a way that allows the transition between the base and the attachment to be seamless? That is where Geo-Grafting comes in.
With Geo-Grafting, the geometries of the articulated meshes become one while the figure providing the graft is Fit To the figure receiving the graft. As with any other fitting of an item (i.e. clothing, hair, etc) to a figure in DAZ Studio 4.x, shapes present on the host figure are projected onto the fitted item when those shapes are applied to the host1).
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