immobilize bone

juanluis_trjuanluis_tr Posts: 29

Hello, I use the toggle pins tool, but I do not control the figure well, I would like to know if I can use the universal tool to rotate a figure using toggle pins or another similar one and the chosen bone does not move, I leave an example of a video.

https://youtu.be/Fp_zdsqARgo

 

Post edited by juanluis_tr on

Comments

  • You would have to move your objects pivot point, to the center of the heel... Unless you ALSO want the foot to remain unrotated. (You would have to manually bend the foot back to the original position. Which is nearly impossible to do, unless you use a foot template as a guide.)

    But, I believe what you ultimately want to do is to spin the figure, pivoting off his foot. That would require inverse-kinetics, not the default forward-kinetics which Daz is setup for. That requires, as I believe, a whole manual setup of each bone to be done. (Though, you may be able to set it up for just the leg-bone, going up to the hip, which rotates the whole model.

    When you just click the model once, to select it to rotate, you are selecting the "Root node", which is NOT the actual model, but a node off the floating "HIP BONE". It is like the model is mounted to an invisible doll-stand, with the root-node pivot being on the floor, and the attachment being up in the air, on the hip.

    To do this counter-rotation manually, you can just figure-out how far the model needs to rotate the HIP, to get the upper body pose which you want, then counter-rotate the leg, and ankle, as needed, to total the same degree of counter rotation... Then move the model to the same footing placement as before. Easy to do if you make another model and hide everything but the foot on it... That foot will stay in place, so you know where to move your model back to, perfectly.

    Unfortunately, you can't do complex moves like this, using just the "simple move tool". Complex moves require... Um... Complex moves.

  • JD_MortalJD_Mortal Posts: 760
    edited December 2019

    Using the second model, with parts hidden, is a great way to manually "get to a target", as well as test for undesired movement. (Set the base color of the unseen model to RED, or GREEN, or BLUE. The stark contrast can be seen as the model "clips" surfaces. If you see a solid color, or no solid color, without clipping-blinking, then that part moved. You can also make it transparent too, which can make it a bit easy to see both at the same time. Treat it like an "Onion skin". A term used in the art world as a transparent layer of past, and future, in the solid present.)

    The "pins", are not actually going to keep anything securely in place. It's like a "desire to remain still", instead of a logical, "never move this bones rotations or position", which is easily disturbed once any bone, along the way, has hit a limit to a bend or rotation. Instead of limiting the bends or rotations of everything along the way, it will actually result in just moving or altering the pinned items rotation and position values, from what you told it NOT to move from. (That could be resolved, by simply stopping the next "movement", when moving things, but they have never attempted to resolve the issue, in years of asking for it. Instead, we are left to deal with this, as a lack of desired and expected function of pinning bones. It's like bubble-gum, not super-glue, doing the pinning.)

    Post edited by JD_Mortal on
  • ok, thanks, to create a guide layer, I open the copy of the figure with merge, but I don't know how to put it in translucent mode and change color ??

  • ParadigmParadigm Posts: 421

    Pinning works as expected for Genesis 1, if you have the option of using that. Its in Genesis 3 and 8 that the behavior DJ_Mortal describes came into play. Its very often frusturating.

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