DAZ to Motionbuilder
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Helo,
This is my first post on DAZ forum. I am trying to characterize Daz character in MB but I am always getting the same message at the end:
Invalid roll bone(s):
RightForeArmRoll
LeafLeftForeArmRoll1
https://drive.google.com/open?id=11yI992iacmW0o1_3T8ZsWnuEJoJx6Qrd
I folow tutorials from Flipbook Market user on yt and everything is fine until end. :(
I am new user on DAZ and dont know what am I doing wrong.Maybe I am doing something wrong while prepare character in DAZ to export or something.Please help.
Thanks in advance
Boris
Comments
From this tutorial:
http://mocappys.com/how-to-rig-a-character-for-motionbuilder/#.Wy8T_adKiMo
ADD ROLL BONES
Roll bones are used to help improve the way the mesh deforms on limbs that twist, for example, the forearm.
They work by dividing the amount of twist along several individual joints in a chain. This helps improve the skinning by spreading the twist evenly along the mesh, reducing what is sometimes called the “Christmas Cracker Effect”. It also creates an effect similar to the way real bones and muscles affect the skin.
The bad news is, MotionBuilder only supports one Roll Bone per limb segment. This means to get the best results, you will need to create a separate Roll Bone set-up or deformation rig. The good news is, because the MotionBuilder rig won’t contain any roll bone rigging, it will be light enough to drive a more complex rig that does.
If you do want to add roll bones into your rig, they need to be a child of the previous joint in chain. For example, the RightForeArmRoll must be a child of the RightForeArm. However, the roll bones do not need to be the parent of the following joint in the chain. For example, LeftArmRoll does not need to be the parent of/connected to LeftHand. The good thing about this is that it makes them easy to remove or ignore if you need to. For example, if you want to find the length of a joint or apply procedural IK to the arm or leg.