Change Bone Parent for specific morph
AscendedJoy
Posts: 44
Hello everyone, this is really awkward question to ask - but would it be possible to change a bone parent on specific morphs (or even DUF preset if I have to program one?)
I have a gown clothing with hood, that comes default with a hood worn on head, but I want to make a morph version with a hood off from head.
Problem is, even though it definitely is not worn by character's head, it still moves along with head because of its bone registration.
Will it be possible to bypass these riggings for certain morphs? I'm expecting No for an answer though... lol
Comments
You can't chnage the parent, but what you could do is multiply the bend controls by 1 - the moprh value, so when the hood was down the rotations would be locked to 0. That requires a new, hidden property that is the inverse of your moprh (default value of 1, ERCDeltaAdd your morph with a multiplier of -1), then add that hidden morph to the Second Stage (multiply) controlers for the rotations - and make sure the ERC iss et to save with the morphs, not the rotations.
Hi Richard, thanks for the reply. would there might be a tutorial that I can refer to? I'm not getting there just right :/
I got the property that invert the main morph value;so whenever "hood down" is 100%, the other value becomes 0 and vice versa.
Only thing I need to find out is how to use this value against bend, tilt, side-side to stop moving...
Thanks!
if you now bend the head on your figure, then set your hood down morph, you should see the rotations cleared. Assuming that works, in the Property Hierarchy expand the options for the rotations you dragged across and make sure that the save with is set to the inverse, not the rotation - right-click to change. Once done, save your inverse property (assuming you want to have it saved as an asset).
I'll follow your method. Thanks!
Hi,
Did it work? I have the exact same problem trying to create a hood down morph that does not follow the head and neck rotations. I think I have managed to set up the inverse property, but a quick step by step on Richard's method would be greatly appreciated :)
One can add child bones, but indeed cannot add a (new parent bone). Although there's a workaround that seems to do just that, it's the Create Split Bone function. Once 1 bone became 2, at the end it's the same as having a "new parent" for that bone as other bones chains can then be re-parented.
For example I had my whole skeleton nearly ready. But I didn't have a hip+pelvis like the Genesis. I was doing tests and simply forgot to make a base bone (Hip) for the whole structure. Splitting the Pelvis in two bones enabled me to "create a new parent bone" so to say. I had to rename of course Node Names and Node Labels properly, had to fiddle a bit with the rest of the bones' structure to set everything back in place. But now it all works fine and the result is exactly the one I'd have had from a "Create New Parent" function if it existed.
1/ Create Split Bone 2/ Rename Nodes Names and Nodes Labels properly 3/ Reparent some bones to that new chain if necessary.
And at the end : you have a new parent.
The request, as I understood it, was to dynamically change the parent. That isn't possible - adjusting the rigging premanently is, as you say.
I thought maybe it would help somehow, but you're right, I missed the idea of dynamically changing the parent.