Corrective morphs not being masked by rigidity?

Okay So I have a very specific clothing conundrum. I've been messing around and noticed that the corrective morphs auto projected from Genesis 3 onto clothing don't seem to get masked by rigidity groups. Given that the shin bend morphs in particular create ugly lumps in distant things like skirts and capes this is really a bit of an annoyance.

 

I could create blank morphs for all of them, but thats a lot more work than just one rigidity group.

 

Is this expected behavior? Or am I missing something obvious?

Comments

  • kitakoredazkitakoredaz Posts: 3,526
    edited August 2016

    I believe you know more than me about rigidity map, and rigidity editor usage.

    but When I test my shirt with genesis3, it seems work as same as before,,frown

    Usually I must set rigidity map for References too. If I remove vertices, from rigidity references group, it never work. 

    but after I set rigidity Reference group,  as same as Participants (most of case I assgin same vertex which grouped as Rigidity-Participants)

    (of course I set reigidity weight in weight map)     it work again,  (then I believe, I must save the modifeid clothing figure ,again, and load it again

    to see rigidity map modify effect,,, if I tweak rigidity weight, untill I save and load the clothing, I can not see the effect have changed) 

     

    Then did you tweak  the rigidity map editor,? (which can change primary secondry, or third scale on and off, ,or some option with nodes,) work.

     I can see, if I tweak these option,, it seems change the influence. clear with each option,

     

    Though,  I do not know,, each axis meaning, and how ds use these axis .and I can not Predict,, how it change the influence,

    Untill I actually save and load and check it. 

    I know primary, or secondry meaning, but what determin, it is primary or secondry,,,,  it should  change with each morph..

    or the assgined vertex local axis primory?  

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    Post edited by kitakoredaz on
  • kitakoredazkitakoredaz Posts: 3,526

    And If you think about hidden JCM or MCM (ERC morphs) ,which auto follow for the clothings,,  when you bend gen3 node, (pose figure)

    I think there is no difference, between usuall shape morph and JCM or MCM s. after all, it is just a morph which auto-followed from source to target,

    though they work only when node rotate, or other morph value changed by ERC, but once it is transfered to clothing, they have no ERC, just change value with souce Genesis3 morph.  then rigidity map should mask these influence. 

    but to keep the cloth rigidity shape for actor posing, 

    after I set rigiditymap,, I must need adjust general weight map of the vertices (or poligons) which I hope to keep rigidity shape too.

    maybe I set  general weight about all vertex with same value. for the pose node. (eg color general wight 0.3  for abdoman, then color 0.7 for plevis about all vertex as rigidity area.  as you know, rigidity map can not work about general (or triax weight map) defomation. it only mask and protect influence of atuo followed morph.

    if you color general weight , with same value,  these vertex can keep the shape with node rotation or sclale,  though it may stretch same direction,   with same ratio ,

    but not corrupted and change shape much when  posing.   

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  • j cadej cade Posts: 2,310

    Nevermind folks in the light of day and after some good sleep...

    Or am I missing something obvious?

     Yes I am. The correctives still are showing up, but thats okay, because most of them are actually useful and should stay there. (just not the shin ones I'm killing those with fire)

     

    Still I learned something new, that's exciting.

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