Translation not working when rigging figure.

I've been experiencing difficulty getting translation to work when I'm rigging figures. The rotations for the bones work fine, but when I translate the bone the bone moves but the geometry doesn't. Has something been changed with the way DS handles translations?

Comments

  • mjc1016mjc1016 Posts: 15,001

    How are you rigging the item?

    I ran into a very odd problem the other night...rigging a toilet, of all things...in that when all was said and done, it could not be selected in the viewport.  I scrapped that one and redid it...then it worked.

  • ghastlycomicghastlycomic Posts: 2,531

    I'm just rigging things the way I always do. It was a choker. Ran the transfer utility then rigged the gemstone which I wanted to be able to move seperately. Painted the X, Y, and Z weights. Everything rotated okay. Moved the translation, the bone moved to where I wanted it but the geometry stayed put. It never used to do that. Used to be the bone moved the geometry moved with it. Did they change something with the latest version?

  • mjc1016mjc1016 Posts: 15,001

    Not that I know of.

     

  • Does the msh have its own group, and is that group assigned to the bone as its selection set (Tool Settings pane with Joint Editor active?

  • ghastlycomicghastlycomic Posts: 2,531

    Does the msh have its own group, and is that group assigned to the bone as its selection set (Tool Settings pane with Joint Editor active?

    It has its own face group assigned to the bone.

  • kitakoredazkitakoredaz Posts: 3,526

    I have naver experienced it about clothing (copied other figure weight + new individual bone and mesh), but some rigged prop have not moved before about triax weight.

    the mesh are actually separated, and it can rotate, but not move as I expected, then go to "parameter tab", and check the x, y, z proeprties.

    I do not remember detail, but those valuse were locked or their "min, max limit were auto set as zero," then it could not trasnlate,, after I set min, max, or remove limit,, or un-locked,

     I remember, now they moved. 

     

    After all, I did not find when it happen, and do not know, it is your case or not. but may better check those x, y, z proeprties of node,  in parameter tab. 

    (or they are set as hidden, then you may need to check on, "show hidden proeprties")

  • kitakoredazkitakoredaz Posts: 3,526

     I feel, if the pendant nodes "x, y,z translate" are set as "hidden".  gem nodes  can not translate as free , it try to move with parent nodes and  geometries.  

      if x,y,z translate properties  are hidden, ywhen you set them as un-hidden   , now it will translate as free .  but I do not know, why bone can move, but geometry can not,,

    now I play with some simple  rigs props colored by triax weight (rotation and scale) ,, it seems work as I expected,, ( child nodes with individual geometry assigend weight

    can move free,, when  I set each trasnlate  nodes parameter correctly)

     

     

     

  • Thomas WindarThomas Windar Posts: 272
    edited October 2016

    I'm just rigging things the way I always do. It was a choker. Ran the transfer utility then rigged the gemstone which I wanted to be able to move seperately. Painted the X, Y, and Z weights. Everything rotated okay. Moved the translation, the bone moved to where I wanted it but the geometry stayed put. It never used to do that. Used to be the bone moved the geometry moved with it. Did they change something with the latest version?

    Transfer Utility. hm?

    Try this - Select the node you want in the scene to move. Go to the Parameter's tab and find the X, Y, Z translations and check if they have limits set to ON. Usually the DAZ Figure has a limit of 0 on the translation values. Perhaps transfer utility copied that. If you disable the limit, you should be able to translate the bone.

    Tell me if this works. If not, we'll try something else that might be causing this.

    EDIT: Made a small error, ignore that advice.

     

    Post edited by Thomas Windar on
  • What weight maps did you add to the figure?

    Also - what options are set in the Binding Tab of the Node Weight Map Brush?

  • ghastlycomicghastlycomic Posts: 2,531

    It's got the XYZ limits off on translation. It has the XYZ rotation weight maps. When I grab the object and move it with the universal tool it previews the geomeotry moving but as soon as I let go of the mouse button the bone stays where I moved it but the geometry snaps back to its original position.

  • ghastlycomicghastlycomic Posts: 2,531

    I've fixed the problem by making a morph to move the object and just using the bone to rotate it. But here's the what it looks like when I move it with the translation using the universal tool. It looks like it's going to work until I let go of the mouse button and only the bone remains in place.

    Translation problem.jpg
    1490 x 872 - 105K
  • Ah, the ol TriAx Weight Map error...

    Alright, so here's how this works: TriAx maps ony allow translation on the mesh they have 1.00 influence on. Basically anything with a purely RED area. Purely red. If its smoothed around, it will have such translation errors you described.

    You might also just switch from TriAx to General Weights (through the Weight Editing > Weight Conversion option). Those always translate.

  • ghastlycomicghastlycomic Posts: 2,531

    Can you have a figure with mixed triax and general weights?

  • Technically you can try that, its not like the maps interfere with one another - it might just not work.

    You can add General Weights in but remember to first add a General weight to the Root bone of the figure first, otherwise you will not be able to fill a specific area of the mesh. Afterwards in the Tool Settings tab of the Node Weight Map Brush, find the Binding tab and in Weight Mapping Mode switch it to "Blended TriAx/General".

    I won't promise that will work however. Most of my experiences with the blended mode showcase it ignores the map. But perhaps you'll be in luck.

  • mjc1016mjc1016 Posts: 15,001
     

    I won't promise that will work however. Most of my experiences with the blended mode showcase it ignores the map. But perhaps you'll be in luck.

    I'm finding that is the case...it just doesn't work.

  • stitlownstitlown Posts: 294

    Does the msh have its own group, and is that group assigned to the bone as its selection set (Tool Settings pane with Joint Editor active?

    Three year old thread, but this seems closest ro my issue so thought it was worth cirlcing back ...

    Similar but different story to GahstlyComic... bones with face groups assigned to the bones in joint editor, and triax weight mapped rotations that work fine (enough). But for the translations, the geometry that translates does not correspond to the geometry that is associated with the bone.

    Is there somewhere where one can edit/paint translation mapping or refresh / rejuvinate the joint editor mapping to try and get a closer correspondence between bone and translated geometry?

    Cheers, Lx

Sign In or Register to comment.