ActivePose tool broken with Genesis 3
![Edtion](https://secure.gravatar.com/avatar/b2e6a057e347b3d505b320a3602ad4b3?&r=pg&s=100&d=https%3A%2F%2Fvanillicon.com%2Fb2e6a057e347b3d505b320a3602ad4b3_100.png)
Pins with the ActivePose Tool only have a loose influence on Genesis 3 models. While the pins appear to work the same for Genesis 2 and 3 with the Universal Tool's Translation Pins, mostly locking the joint at the pinned location until an extreme pulls it, ActivePose Tool Pins will move very quickly on G3F/G3M.
I placed a pin in the foot of both models, then dragged the pelvis around; moving the pelvis upwards would leave the foot pinned to the ground, while moving side-to-side would cause the G3 foot to start to drift, BUT moving downwards would all but completely ignore the pin, causing the foot to fly around with the G3 models. The same thing happens when dragging the shin of the unpinned foot.
Pinning the feet and hand/upper chest, then moving the pelvis performs similarly, where the feet and hand(s) will still drift in G3 but stay in-place in G2. The pins also work in G1.
Note: I was testing the tools in the front view but the issue still occurs in the side/etc views.
P.S. G2F/G3F were both placed from the default actors in the same scene, no adjustments were made anywhere between models. Pins were placed, then selected one of the models then dragged the targeted bone, undid that move and selected the same bone in the next model.
I'm posting this here because while I did bug report it, I haven't received a response and given two other users posted threads about this months ago and one said they would report it, I don't expect that report to matter. Don't really know why I'm posting here other than getting more people to be aware that it's a model/tool problem and not a complete tool problem.
Comments
someone might make a dsx file for it oneday
So a dsx file somewhere controls the powerpose permameters, or there's some built-in settings that "someone" can access to create a dsx to modify them?
Looking into it says that dsx = DazStudioXml file, so I can only seeing that kind of file doind one of those two things for this situation.
I can understand enough to tamper with things and if so then, in addition to attempting this fix myself asap, I would like to modify the load pose behavior to swap the (default) click/load with the ctrl+shift load so that my settings from the ctrl+click become the default load and ctrl+shift+click becomes the "factory" load.
(your drive):\programs\Daz\plugins\PowerPose
may differ, I have a few paths as several versions
Are you talking about "PowerPose" panel/window/tool, or does PowerPose have something to do with the ActivePose tool?
I may have misunderstood sorry
Hi the "pins" are a primitive form of an IK switcher for Daz studio.
Like any IK switcher it is specific to the IK chain hierarchy of the rig for which it was designed .
Along with the new facial bones ,Genesis 3 has one extra limb bone
in each Leg & arm.
This is the source of all of the posing& animating problems with Genesis 3 within Daz studio.
The current Marketing mantra is that G3 is better suited than G2 for Use in "other platforms'
Well that depends on the definition of "better suited"
The facial bone rig exported as FBX $$Autodesk Maya or Max,
or Unity will give you the option of having bone based facial expressions in those platforms.
G3 also exports as FBX to Iclone Pro but the facial bone rig offers no advantage over G2 as Iclone supports morph based animation for G1-G2 with very accurate lipsynch.
and while G3 poses&animates wonderfully after export to Iclone Pro ,Maya Unity etc.
None of those "other platforms" will help the Daz user who wants to animate G3 in its actual native program ...DAZ studio.
So what you're saying is G3 is intended for only single image posing and exporting to other applications?
I don't know what you mean by the IK thing. I tested a dog, a camel, and a failed .dae export of G3F (bones/pose out of line and lower torso and down are destroyed, andcan't get characters/armatures from blender to import correctly, too destroyed); they all work with the ActivePose tool. I pin the second wrist bone of G3F's dae-import and it stays there when I move it just like the others do, zero issue that isn't obvious (like you didn't pin something over there).
G3 wrist/hand (and others) can easily be moved from where it's supposed to be pinned.
Did what you mean by it was that G3 uses an altered rig but Daz recognizes it as Genesis then gets confused with the IK/pins because what it's working with isn't what it thought it was?
edit: whatever the problem is, with every other model I have to bend them really far around the pins to get them to start moving, while the working IK in the Translate/Universal tools only have the character reaching towards the IKs until movement has stopped, then moves the IK reach location to the new pin points making it a weak/suggestive-pin and AP's pins: hard-pins.
I am saying that the animation tools in Daz studio were coded to recognize standard biped bone hierarchies which is why Daz aniMate 2 (for example) will work with any Daz/poser figure as far back as Mike& Vicky version one.
Genesis3 is based on a new exotic bone hierarchy that contains an extra bone in each limb that buggers up the rotational order that Daz studio is expecting to see.
Yes you can FBX a G3 into Maya,Motionbulder ,Iclone Pro,Unity
and get him/her moving correctly....but so what??.
Those are Professional Character animation tools that all have built in features to manually retarget their motion sytems any non native rigs not just Daz genesis 3.
Even after you get G3 animated in one of those other platforms
be prepared to render G3 in whatever engine they support over there
because, from my personal experiments and the data I have gotten from other animators, any motion you export from one of the other platforms will not be usable in Daz studio.
Note the following examples from Iclone pro. ......
First here is the G3 female in Iclone 3D exchange after a one time
task of manually bone mapping her to accept Iclone motion data.
her characterization profile can be saved for later reuse for instant one click bone mapping going forward..
Now after applying some Imotion Data to G3 and following the prescribed export to custom BVH procedure here is the G3 BVHin a BVH viewer moving correctly ( note the extra thigh,forearm& upper arm bones)................
And here is G3 rejecting her own custom BVH file in Daz studio.![angry angry](http://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/angry_smile.png)
Now my being on DS 4.7 May theoreticly be an Issue here but thats doubtful as other animators running higher versions report the same.
I don't mind venturing into exotic "new generation" Rig-Xtra of G3F. I can see the difference and apprecite the face rig especially.
But G3F should be able to on the fly improvise her dance or recalibrate her kickboxing moves at home as she could abroad.
GoFigure products are products too lol - esp in the time of YouTube and Netflix!
Glad the Daz Studio is still catching up to G3F rig-Xtra intergration to local system issue had been officially acknowledged, at least in this Daz3D YT video
At minute 2:30 ..... "Animate team is working on it"![cheeky cheeky](http://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/tongue_smile.png)
Which means G3F adoption rate, I'll keep it positive..."STILL has a lot of up side".![wink wink](http://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/wink_smile.png)
And externally created G3F motions unusable in DS, is a headache for users from iClone or Motion Builder or Mixamo, be they animators or motion file vendors.
Exporting most std formats from DS is not a big issue, pretty thorough and updated on the whole....
Importing Genesis motions back to DS is less fun even if you know what you're doing but hey it's still feasible....
Importing G3F motions to DS,..... is OMG what's going on!!??![surprise surprise](http://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/omg_smile.png)
![crying crying](http://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/cry_smile.png)
![frown frown](http://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/confused_smile.png)
Ironic... and I thought G3F is a super fabulous current gen rig ofr its PORTABILITY? Portability should be like, bi-directional? I feel the pain of motion vendors...
Btw, I have put in a ticket for the related G3F-rig-Xtra BVH issue and it's been acknowledged.
I have also just put in a ticket for another issue exasperated by G3F's rig-Xtra: KeyMate and AniMate2 graph don't sync with viewport body part selection, which means?
Insane number of clicks to expand drill down G3F-rig-Xtra hierarchy to get to your G3F's misbehaving key/s on left hand, and then right heel, and then cheek bone on upper face rig...fun....lol...crazy...
But I've no idea why the self-inflicted G3F-rig-Xtra Active Tool IK hard pinning issue hasn't been addressed, by G3F launch
Isn't a basic FUSS-FREE character posing function quite fundamental - in a dress-pose-snapshot-your-OBEDIENT-model program like Daz Studio!?![cool cool](http://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/shades_smile.png)
Isn't G3F is the hottest DS native base character for latest products from clothing to motions and aniblocks?![cool cool](http://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/shades_smile.png)
So I'd like to think G3F's exotic Rig-Xtra native integration is being ACTIVELY worked on!
I hopezzz anywayzz![laugh laugh](http://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/teeth_smile.png)
Support said it was working fine, so I sent a video then he said that after reading ActivePose, he tried using the Universal tool, and this is a known issue by the devs and to use the Universal tool with G3 for now.
It's just as well, the pinned limbs move too much either way during animation so I'd be struggleing through all the inbetweens trying to put them back in place.
I'll just go back to pitchipoy/rigify![frown frown](http://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/confused_smile.png)
Indeed.. a quick look at the products over at our brokerage
at FlipbookMarket is quite telling.
NONE of the sparse few G3 products involve locomotion
only standing ,sitting with upper body gesturing.
Well its obvious
the still render majority , to whom this figure is targeted,
has no need to know about the Flawed rigging with regards to retargeting animation Data.
After all what does any of that have to do with getting people excited about the twelve billionth butt thong in "Fast Grab".
Not likely according to R Haseltine:
"Fixing an issue like this would break everything else - poses and conformers at least. It's very unlikely that Daz would want to do that - the knock-on effect for other users would be far too severe ".
Says it all does it not?.
All well.... back to work on my upcoming Genesis 2 ragdoll physics& collision Character motion products.
Ahhh that explains it.
LOL the visual!
How many tiny pieces of cloth can you sell or buy? It puzzles me!
The irony is, it is the coming dynamic clothing plugins featuring large cover-up surface area that will rejuvenate the Daz Studio scene!
My biggest fear was posing and animation tools in Daz Studio becoming obsolete fossils thanks to disuse by still render crowd. That's how it went for Poser which apparently had some really cool animation wares for its time. Only now their dev is playing catch up.
Pray and pray: oh pls DS I'm falling in love again pls pls don't ever fossilize!
And then I console myself: look how modern Daz Studio UI UX is on the whole! Look shiny iRay! Look at the new video series on Daz3D Youtube channel - so modernized and fab!
Perhaps they are seeing what I'm seeing - the thong crowd is ready to animate their thong-hangers! I mean thong-wearers! Especially after seeing those gyrating ultra-refined SSS glutes made by top PAs!
The Director of Photograpy of today is the Cinematographer of tomorrow!
Progress = move those sexy body parts! No progress = regress = dodo ware! Shake it up, shake it up, or do dodo!![cheeky cheeky](http://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/tongue_smile.png)
Maybe just maybe, enticed by Daz3D youtube videols, next gen sexy doll animating video makers may reach a sufficient numbers and then wait for their surprises - the latest princess have a few genetic bone issues that's been glossed over by shiny coats of iray paint!
And then the thonger majority will join in the cries to fix Posing Tools and make GoFigure tools All-Genesis-compatible again!
Meanwhile, poor G3F, making do with semi-awkward hand-me-down motions from big sister G2, gliding and shuffling her duckling feet all over her home turf...