Problem with rigging: Transfer utility

Hi,

I'm trying to use the transfer utility to transfer a genesis 8 rig to a target item that is not located at origin (its transform is not zero).

The item is supposed to be a wearable that has a custom rig already. It is positioned on the genesis 8 character where it is supposed to be worn.

I can transfer the rig with 'merge hierarchies' so that the item's custom rig is preserved. The problem is that this moves the transferred genesis rig to the origin of the target item. Can this be avoided somehow ?

Thank you for your answers

 

Comments

  • Richard HaseltineRichard Haseltine Posts: 102,805

    I weon't say it's impossible, but I'm not aware of a way to do it.

  • NA_1234NA_1234 Posts: 22
    edited July 2018

    Ok ... another approach would be to move the obects origin to the world center using 'update base geometry'. (E.g. if i export the object as obj first, then use the exported obj for 'update base geometry.)

    The problem I face then is that all bones of the object move to the world center. Basically I have to move all bones (center point and end point) which is terrible work.

    Is there a way to translate (and rotate) all bones of an object at once by a vector ? I think this would solve my problem ... maybe anyone knows about an addon tool that can do that ?

     

    Post edited by NA_1234 on
  • NA_1234NA_1234 Posts: 22

    I found out that I can actually move all bones together by checking 'propagate translations' under edit in joint editor. That solves half of my problem ! Now I just need to find a way to rotate the entire rig at once ....

  • Richard HaseltineRichard Haseltine Posts: 102,805

    Bone rotations can be baked in - I can't check, but look under Edit>Figure>Rigging>Bake Rotations. It seems likely that that won't affect the root figure node though.

  • NA_1234NA_1234 Posts: 22

    Baking bone rotations seems to have very strange effects ... doesn't do at all what i was expecting. No idea what it actually does.

    I found a way to get around the rotation problem by transferring from another pose (where the prop is not rotated but only translated).

    so i updated the base geometry and then moved the entire custom rig to the correct position again no problem.

    but after trying around for hours, i was not able to transfer the genesis rig correctly and then re-parent my custom rig to the correct place (in this case the forearm). No matter what i do, i always get catastrophic results. Mostly the bones jump around to weird places.

    The weight maps get messed up. I would like to keep them as they are at first during transfer of the rig, but that doesn't seem to be possible.

    I think for now I will give up on this product. There don't seem to be any tools that allow me to integrate my existing custom rig properly with the transferred genesis rig. I just don't see a way to make this item conforming without starting over with my rigging. Very disappointing.

     

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