
Plasticity offers a range of tools and functions to manipulate objects and curves. Users can select different modes to work with specific elements, such as Edge Selection Mode for edges and Body Selection Mode for 3D data and images. The Control Point Curve tool allows users to create curves by clicking on control points, while the Spline Curve tool offers similar functionality. To transfer objects to Blender, the Blender Bridge add-on is required, and changes are automatically synced. The Refacet Mesh option optimises objects by reducing the number of vertices, improving performance. Users can also retopologize meshes, adjust face angles, and manage UV seams.
| Characteristics | Values |
|---|---|
| Selecting an Edge where two Faces meet | Activate Fillet command |
| Selecting an open Edge on a Sheet | Activate Extend Sheet command |
| Selecting Images | Switch to Body Selection Mode |
| Selecting 3D data | Switch to Body Selection Mode |
| Control Point Curve | Click on the control points of the curve to create it |
| Face Angle Tolerance | Maximum angle between the original Face angle and the retopologized mesh |
| Refacet | Automatically produces a "Mark Sharp" on the edges of the retopologized mesh |
| Blender Bridge add-on | Install and activate before transferring objects to Blender |
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What You'll Learn

Control Point Curve: click control points to create a curve
Creating a curve using control points is a simple process. Firstly, you need to be in insert mode to add new control points. The cursor will change to a cross when you are in this mode. You can then click on the drawing canvas to add new control points. Each click will add a new control point after the selected one. For example, if you click after control point K, the new control points will be K+1, K+2, and so on.
Alternatively, you can insert new control points before an existing one. To do this, you must first indicate which control point you want to insert before, by clicking on it. Then, enter insert mode.
Once you have added your control points, you can move them by clicking and dragging. This will change the shape of the curve. You can also select a control point by clicking on it, which will highlight it in a different colour. This is useful if you want to see the coordinates and weight of a particular point.
It is important to note that moving a control point on a B-spline or NURBS curve will only affect a portion of the curve, whereas moving a control point on a Bézier or rational Bézier curve will change the shape of the curve globally. Deleting and inserting control points will also change the original specification of the curve, so this should be done with care.
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Blender Bridge: transfer objects to Blender
Blender is a 3D computer graphics software used for creating animated films, visual effects, art, 3D printed models, and video games. Blender includes a path-tracer engine that can produce extremely photorealistic renders of computer models. Blender also features a game engine for those interested in creating video games.
The Daz to Blender Bridge is a plugin that transfers your 3D models from Daz Studio or your library directly into Blender. It works with all currently supported versions of Blender, including 3.x up to 3.6, 2.93 LTS, and 2.83 LTS. The supported render engines are Eevee and Cycles. The Daz to Blender Bridge plugin neatly converts the functional rigging, polygons, textures, and materials into Blender.
To use the Daz to Blender Bridge, start Daz Studio and update the Blender Plugin. If you manually installed a previous 2022 version, look for the older name, dzbridge_blender.dll, and remove it if it exists. Download and unzip the dzblenderbridge.dll file. Quit Daz Studio and copy the dzblenderbridge.dll file into the Daz Studio "plugins" folder. Click "Replace" if you are asked what to do if the file already exists. Start Daz Studio and update the Blender Plugin.
In Blender, start with a blank canvas and no objects in the scene. Press 'A' to select all and then press 'X' to delete everything selected. Locate the small arrow on the right edge of the viewport and open the tool shelf. You can click that tiny arrow or just press “N” on your keyboard. At the bottom of the vertical tabs, you should see the Daz-to-Blender tab. Select 'Import New Genesis Figure' and click once more to confirm your choice. Now your figure is imported into Blender.
Plasticity is a 3D modelling tool that can be used to create objects that can be transferred to Blender. To do this, ensure that the Blender Bridge add-on is installed and activated. Click the "Live Link" button in the "Plasticity" sidebar panel. Edit the objects as needed. The changes will be automatically transferred to Blender.
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Refacet Mesh: reduce mesh vertices for better performance
When working with 3D models, it is common to encounter models with a high polygon count, which can cause performance issues. This is where mesh decimation or polygon reduction comes in. This technique helps to reduce the number of faces, vertices, or polygons on a mesh, resulting in improved performance.
One popular software for this is Blender, which offers a feature called "Refacet Mesh". This feature automatically retopologizes the mesh of a transferred object, reducing the number of vertices. To use this feature, ensure that the Blender Bridge add-on is installed and activated, and then click the "Live Link" button in the "Plasticity" sidebar panel. Once your object is edited to your liking, select it and click "Refacet". You can then specify the refacet configuration in the "Plasticity" sidebar panel, choosing between a mesh of triangles ("Tri") or polygons with five or more sides ("Ngon").
Another software that can be used is Maya. Here, the "Reduce" feature allows you to automatically reduce the number of polygons, vertices, or triangles in a mesh. You can specify a reduction percentage or a target number, and the software will attempt to retain the original shape. Additionally, Maya offers the option to paint reduction values on the original polygon mesh, with darker areas being reduced more than lighter areas.
For those using MeshLab, polygon reduction can be achieved by selecting "Filters > Remeshing, simplification and construction > Quadratic Edge Collapse Detection". This technique helps to preserve the original orientation of the surface and the position of textures.
Overall, reducing mesh vertices is a crucial step in improving the performance of 3D models, especially in animation and gaming contexts, where complex models can hinder interactivity.
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Face Angle Tolerance: set max angle for retopologized mesh
When using Plasticity, the Face Angle Tolerance feature allows you to set the maximum angle between the original face angle and the retopologized mesh. This is useful when you want to ensure that the retopologized mesh does not deviate too much from the original mesh.
To set the maximum angle for a retopologized mesh in Plasticity:
- Open Plasticity and create the objects you want to transfer. Ensure that the Blender Bridge add-on is installed and activated.
- Transfer your objects to Blender by clicking the "Live Link" button in the Plasticity sidebar panel.
- In the Plasticity sidebar panel, click the Refacet button to access the refacet config options.
- Under "Tolerance," you can specify the maximum distance between the original mesh and the retopologized mesh. Adjust this setting to control the face angle tolerance.
- Additionally, consider using the Tri/Ngon option to choose between generating a mesh with only triangles ("Tri") or including polygons with five or more sides ("Ngon").
- Once you have set the desired tolerance and mesh type, click "Refacet" again to apply the changes. The retopologized mesh will now adhere to the maximum angle you have set.
It is important to note that the retopologized mesh may look different from the original, especially when dealing with curved surfaces. By default, the retopologized mesh will follow the mesh curvature, resulting in shorter edges over curved areas to capture more details. However, you can control the edge flow by using Guide Lines and changing the Direction Control option if needed.
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Selection Mode: switch to select edges/bodies/outlines
When working with meshes in Blender, you have the ability to select different elements such as vertices, edges, and faces. This is done through the Selection Mode. The Selection Mode can be switched to select specific parts of a mesh, such as edges, bodies, or outlines.
To enter the Edge Select Mode, you can use the keyboard shortcut by pressing the number "2" on the top row of your keyboard. Alternatively, in Edit Mode, locate the three buttons next to the mode selector in the top left corner, and click the middle button to switch to Edge Select Mode.
If you want to select the outermost vertices of a 2D mesh to create an outline, you can try enabling freestyle lines (outlines). This will automatically generate an outline around your object. Another method is to use the Select Boundary Loop tool, which selects the edges at the border or contour of the mesh.
Additionally, holding the Alt key and left-clicking on a vertex will typically select a loop around the object, creating an outline. This method may require some manual adjustments for complex meshes.
It's important to note that the Selection Mode can be used in combination with other tools and settings in Blender to achieve the desired result. For example, the Refacet Mesh option in Plasticity can be used to retopologize a mesh, reducing the number of vertices and improving performance in Blender.
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Frequently asked questions
First, ensure that the Blender Bridge add-on is installed and activated. Then, create the objects you want to transfer in Plasticity and click the "Live Link" button in the "Plasticity" sidebar panel. Your changes will be automatically transferred to Blender.
The Refacet Mesh option in Plasticity automatically retopologizes the mesh of a transferred object, reducing the number of vertices in the mesh for improved performance in Blender. You can access this option by selecting the transferred object(s) and clicking the "Refacet" button in the "Plasticity" sidebar panel.
To select an Edge, switch to Edge Selection Mode. Edges are displayed as black lines and will turn yellow when selected. Selecting an Edge where two Faces meet automatically activates the Fillet command, while selecting an open Edge on a Sheet activates the Extend Sheet command.



































