Is there any way to save a skeleton as a pose?

CaxarCaxar Posts: 49

[Is there any way to save a skeleton as a pose?] What I mean is, for example using a genesis 8 character, I apply a character shape, that will change the skeleton. For example Dain, that is wider than default g8 male.

Then I would like to load that pose in a default g8 male character where it will rotate the arms , fingers etc and also will scale the bones, deforming the character.  From my test , I can not save teh scale only the angles.

Post edited by Richard Haseltine on

Comments

  • Richard HaseltineRichard Haseltine Posts: 102,376

    I'm not sur I follow - if you want to give the figure wider shoulders you need a morph, and then to adjust the rigging to match. If you chnage the rigging but not the mesh then the result will be bends in the wrong place - if you really want to do that you can, via the Joint Editor tool, and then you could create a new proeprty and use ERC Freeze to link the changes to that

  • CaxarCaxar Posts: 49

    For example, in many programs, when the character is rigged and you scale a bone there is an option for the mesh to deform with it. 

    For example, we can rotate a bone , will deform it

    I would expect as in many program I can scale a bone and deform it. (unreal, maya etc do it)

    Then I can save the resulting mesh as OBJ etc and use it as a modeling tool. 

  • Richard HaseltineRichard Haseltine Posts: 102,376

    Bones scale in DS too, so again I am not clear on what you are asking.

  • CaxarCaxar Posts: 49
    edited April 2020

    My point is, how can I load a skeleton from another character, for example the brute 8, in the standard generis 8 male character.  Or vice versa, the standard skeleton of genesis 8 in the brute. In this case the geometry of the brute would conform the skeleton proportions of the standard skeleton but keeping general shape.

    This means, the mesh will deform with the skinning, and wont wont simply load intact as when we load a morph from a OBJ

    This should only load the bones scale and proportions, not load the brute geometry or morph. This will deform the character and I can save it as mesh.

     I can achieve the same adding a skeleton mesh as clothing in Unreal, for example, as it will use the mother body skeleton and will deform the incoming skeleton mesh to conform. But Unreal will triangulate the model, and will lose the mesh morph compatibility. 

     

    To clarify what I want to achieve, I want the general shape of a character use the same skeleton than the standard g8m, then this means deforming it a bit. Meaning the fingers etc will fit. I know this is not a ideal solution if the proportions are very different but for minor  changes I would avoid the fingers etc out of sync
    I’m aware I can fit a skeleton to a mesh, this is not about that but the opposite, fit the mesh to the skeleton using his original skeleton as a guide to fit to the new skeleton. 

    I dont want a mesh conforming other mesh, only to the skeleton proprotion and angle changes. Only the skeleton changes are relevant 

     

    Post edited by Caxar on
  • Richard HaseltineRichard Haseltine Posts: 102,376

    I'm still not really understanding what you want, but with a bit of experiemtation I think you can do it by clicking the chain icon on the actual morph slider(s) (the actual morphs, not a master control - so in many cases that would be Name Head and Name Body, rather than the full Name) which will break all links - that will stop joint adjustments from happening, but will also block any adjustment morphs. A less drastice method would be to find the controllers in the Property Hiearchy pane and only selectively remove links to joint centres.

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