Bones vs. Parts and pivots
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I recently, (ok finally noticed) a difference in how some items are constructed that was confusing me when exported as FBX. In some cases, the resulting FK rig worked just fine. In others, while all parts were in proper placement, pivots weren't so couldn't open a door & have it correctly pivot on it's hinges for example.
The difference it seems is the use of Bones vs. a Geometry Shell.
For example, I've the B-17 Flying Fortress and it uses the Bones approach. Exported it & have matching controls for props, bombay doors, etc. with bones in Lightwave.
I've the Citroen Classic Van and it uses the geometry method. The import result is all is aligned but no individual pivot positioning; they're all at the origin. I can manually place these but it's quite a hassle.
Is there a means in Daz to create a bone I suppose where the pivot should be, or some other way to get pivots correctly placed into the FBX export? In both cases it's part of a Posing control; getting translated in one case but not the other.
Thanks.
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Comments
I haven't done any rigging myself yet. But Jen Greenlees has an introductary video on rigging a simple set of pliers that may shed some light. She goes over setting the pivots, limits, etc.
Thanks I'll give that a watch.