'Adjust Rigging to Shape' problems

Dean_2026310Dean_2026310 Posts: 22
edited December 1969 in Daz Studio Discussion

Hello,

I have created a custom character morph for Genesis 2 Female and thanks to RKane_1 's amazingly helpful tutorial - http://www.daz3d.com/forums/discussion/6483/ - everything seemed to work perfectly making it a F.B.M. However, on working on a piece sometime later with my character I was having problems with the thumb bones not posing correctly. On looking into the problem I discovered that 'Adjust Rigging to Shape' was adding rotation to the two end thumb bones for some reason? My morph is shorter than the default base and has a shorter arm span and the amount of bone rotation seems to act in relation to this difference though that area of the mesh is not actually rotated in anyway.
The strangest part is if I repair the problem by manually adjusting the bone rotations before the erc freeze stage of creating the F.B.M, the repaired rotations appear additionally on top of my morph, as if there wasn't a problem in the first place !! So then the bone rotations are wrong again in the opposite direction by the amount I edited them and I get duplicate id warnings when loading the default G2 Female base after using this method to repair the problem (Image - The thumb is posed only to show the problem) Is there something special about the thumbs I don't know about?, also I created a different morph for a Genesis 1 character and had the exact same problems with an even worse bone rotation problem in the thumb area.
Any help would be very appreciated, you know when you think you have done the hardest part just to have rug pulled out from under you!!

AdjustRigging_to_Shape_problem.jpg
662 x 1080 - 175K

Comments

  • Richard HaseltineRichard Haseltine Posts: 102,291
    edited December 1969

    Did you do you corrective adjustments without the "bad" corrections ERCed, but with your morph applied (and no scaling or other morphs applied)?

  • Dean_2026310Dean_2026310 Posts: 22
    edited December 1969

    Hello,

    No!, I was adjusting afterwards and updating the asset!, I just started from scratch, removing the content I had created and correcting the erc freeze thumb rotations during the initial set up (when importing the object files as morphs) and it worked fine. I think I must have been applying the adjustment to the base figure by accident with the 'update modified asset' option, the duplicate id's have been eradicated aswell now. Thank you.
    It does seem strange that the 'Adjust Rigging to Shape' would deem it necessary to rotate the bones in that situation though. Do delta's have individual transform orientations?
    Thank you for your quick response, I had been trying not to cry out of frustration for a while there. I find it's best to just let go for a while.

    Thank you Richard.

  • Richard HaseltineRichard Haseltine Posts: 102,291
    edited December 1969

    As I understand it the adjust rigging command tries to keep the centre and end points of the bones in the same relationship with the nearby points when the morph is applied as they have when the shape is in the zero state - there is an option not to rotate the bones, but that may not always be right either.

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