DAZ to Motionbuilder

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

  • davegvdavegv Posts: 164
    edited June 2018

    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.

    • Duplicate Joint: Duplicate (Ctrl+D) the joint that will be the parent of the roll bone. For example, the Upper Arm, Lower Arm, Upper Leg, or Lower Leg. This creates a joint with the same setting and position as the original.
    • Re-Parent: Re-parent the roll bone to joint you use to create it. Left-Click the “child” roll joint, Shift+Left-Click the “parent” joint, and then press “p”.

    • Delete Other Joints: As you only need the duplicated joint, you can delete all the other joints. You may also need to Unparent the joint if it isn’t the root of the joint chain.
    • Re-Position: Translate the roll joint into the correct position. USE TRANSLATE X ONLY
    • Rename: Rename the roll joint to something more descriptive based on your naming convention.

    Post edited by davegv on
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