A script for finger snapping?

Iz there by chance a script to snap fingers to for example the closest polygons or such (never heard about such script for DAZ but still have to ask)?

Comments

  • TDBAGZTDBAGZ Posts: 165

    Hmm... not that I know of.

    There's Pinning with the Universal Tool. If you are just wanting to ancor to a static object.

    There's the Dforce Magnet Plugin/Script if you are trying to attach hands to a dforce material/cloth. 

  • not in DAZ studio at least

    I do know a few ways one could do it elsewhere 

  • TDBAGZ said:
     

    There's the Dforce Magnet Plugin/Script if you are trying to attach hands to a dforce material/cloth. 

    Do you mean the cloth to remain attached to the hand w/o falling?

     

  • TDBAGZTDBAGZ Posts: 165
    edited December 2019
    TDBAGZ said:
     

    There's the Dforce Magnet Plugin/Script if you are trying to attach hands to a dforce material/cloth. 

    Do you mean the cloth to remain attached to the hand w/o falling?

     

    Yes. https://www.daz3d.com/dforce-magnet

    If you need to attach with a prop just parent the prop to the fingers bone.

    Hard to help more without knowing your use case. 

    Post edited by TDBAGZ on
  • TDBAGZ said:
     

    Hard to help more without knowing your use case. 

    Just it is PITA to pose the fingers w/o them staying in the air or drown into the prop surface instead of snapping to the surface as they should be.

     

  • TDBAGZTDBAGZ Posts: 165
    edited December 2019

    Oh so you're just trying to avoid general "clipping".... it happens. You can use the hands pose preset dials to get somewhere close then tighten it up with the general bones dial of the fingers. If you have a prop or case where you are going to reuse the same pose (ie holding a certain bottle or uniquely shaped item) save it as a pose preset for the hands in that prop's folder for 1 click reuse later. There some hand pose packages in the store that you may or may not find helpful. Just curious, we talking single image render or animation? 

    You may also want to look into "assigning collisions". It may be possible to assign collision between your fingers and your prop (say if your prop is a clear glass where a little clipping isn't an option, and you dont want to morph model compression). Sorry Im not able to provide more advice on collision detection as I need to research it more myself.

    Post edited by TDBAGZ on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,206
    edited December 2019

    even programs with physics have their limitations there

    if DAZ studio had tracking and target helpers you could get it a bit more accurate for animation but even then it relies on bone movements not mesh collisions.

     

    Post edited by WendyLuvsCatz on
  • TDBAGZTDBAGZ Posts: 165

    even programs with physics have their limitations there

    if DAZ studio had tracking and target helpers you could get it a bit more accurate for animation but even then it relies on bone movements not mesh collisions.

     

    Well I know figure surface mesh collisions are possible, I have seen it in some product packages. I think you might have to set up your colliding surfaces as dforce first though. Again I dont know that much about the technicals on it. 

  • TDBAGZ said:

    Oh so you're just trying to avoid general "clipping".... it happens. You can use the hands pose preset dials to get somewhere close then tighten it up with the general bones dial of the fingers.

    Exactly this takes a lot of time; the gingers have different length and each one have to fine posed separately. and quite often happens the fingers to be posted in impossible pose - for example in reallity it is simpossible to bend only the 3rd phalanx or the second phalanx to 90 degrees and the 3rd to remain straight, but in Daz is a legit pose... etc etc

     

  • TDBAGZTDBAGZ Posts: 165

     

    Exactly this takes a lot of time; the gingers have different length and each one have to fine posed separately. and quite often happens the fingers to be posted in impossible pose - for example in reallity it is simpossible to bend only the 3rd phalanx or the second phalanx to 90 degrees and the 3rd to remain straight, but in Daz is a legit pose... etc etc

    I dont know how it could be faster. (G8s) If you use the "Hand Grasp" and "Fingers Grasp" dials in the "Pose Tab" you can get results pretty quickly. For fine tuning with realistic bends use the individual finger dials, then to get absolute precision in a shot where it is required use the finger component bones "General" dials. (You can move more than one bone by holding control and selecting them in the veiwport and pose tab). They shouldnt be getting too mangled if you have limits on.   

  • TDBAGZ said:
     

    I dont know how it could be faster. (G8s) If you use the "Hand Grasp" and "Fingers Grasp" dials in the "Pose Tab" you can get results pretty quickly.

    I always thought the "Pose controls" under "Propertiies" is the same as Pose tab. Is there something more under the Pose tab as I am not used to use it?

  • TDBAGZTDBAGZ Posts: 165

    No sadly its actually likely less. However, the hands and fingers are there, and you can pose more quickly IMO as the pose tab will always be set to pose for you. Plus you dont have as high of risk of mistakingly translating or rotating a bone with the figure unattached or unzeroing the figure that you would have if not in pose controls of the parameters tab. Try it out see if its faster for you.

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