Victoria 8 extra bones move?
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Hi.
I`m making a cloathing for Genesis 8 Female and Victoria 8. I used transfer utility to transfer rigging, weight maps, morphs... I also had to add extra bones.
It works as it should except when I load Victoria 8. She has slightly diferent bones, bigger, and when I load Victoria my cloathing messes up. All the bones that transfer utility made follow as they should but my extra added bones don`t. They just stay where they were as all the others rise a bit up because Victoria is taller.
My extra bones work as they should when I pose Victoria 8 but when loading her new bones dont change.
I hope that is clear enough. Extra bones follow the rest of the rig as they should except when loading Victoria, which makes my product unuseable for Victoria.
Does anyone know why is that happening? I tried on a friends system the same thing on Genesis 8 male and Michael 8 and the same thing happens.
Comments
You need to add a custom Victoria 8 morph (named to match the real one) to your clothes and adjust the rigging to shape, then link the chnages to the morph via ERC Freeze.
The problem is that I want to make it useable for other Genesis 8 Female FBMs and characters and I would have to do that for every character.
I don`t understand what changes the sceleton and why it brakes bone conection (parenting). All bones move a bit except added ones which moves the point of rotation for added bones.
This is only bone related, morphs transfer normaly and work. Weight maps work. But applying Victoria 8 changes the sceleton and with it the way weight maps are utilized.
If a morph chnages the shape sufficently that it no longer lines up with the skeleton then the bone startpoints, and possibly orientations, are adjusted to compensate (DS will do this if prompted, though soem refinement may then be needed) and the changes are linked to the morph so that theya re triggered as needed. The clothing bones move to match the new positions of the matching bone on the base figure, but custom bones don't have a match and so don't move unless you set them to do so. You could add manual adjustment sliders to handle the additional bones, but that would require a lot if tweaking from the end user.
Yes. Then it is impossible to make an, lets say, skirt or belt that will be able to fit Genesis 8 with any FBM without this problem and the end user will have to adjust it for his character?
This is much worse on Genesis 8 male because there is a lot bigger diference in hight between g8m and Michael 8 or Darius 8.
Has anybody found a way around this?
Is it possible to save a corrected bone placement as... i don`t know a corrective morph (sounds wrong as I type it), or a shaping or posing preset maybe?
As I said, you could create a new proeprty and use that to drive the placement of the centre points of the bone (one property for each axis on each bone), then the user could adjust until they looked right. But there isn't a way to automate the process, other than the Adjust Rigging to Shape command which is perhaps asking users to play with fire.
Sorry didn`t catch that. So create an empty property, move the bone and ERC freeze? That could fix it sort of... not really but...
I have seen that somebody solved this problem but he is an competitor and wont share the info :( so there must be a way to avoid this problem
There is a problem with that, my added bone stays while other bones move but the geometry moves with the rest of the rig, just the bone remains.
If I load it on Victoria 8 the geometry looks perfect until I move the mentioned bone. So if I move the bone to fix it the geometry follows it and offcourse messes up the model.
I'm not sure what you mean here - you are adjusting the bone with the Joint Editor tool, not translating it with a Posing tool?
Maybe I should mention that the model is technicaly a geograft
Sorry I didn`t know I can ERC freeze that
Yes. Thank you very much. I just checked, that`s what they did. ERC freeze all the bones corrections to Michael 8 morph.
Dare I ask does that imply that it`s not technicaly possible to make something that fits all FBM on Genesis 8 existing and future without specific update for each character?
Yes, if it has custom morphs then it will need work - by the maker, issuing an update, or by the end-users - to handle new shapes that require joint adjustments.
Thank you. I found a way to provide end-user with an easy way to adjust my product to any FBM using your sugestion.