Matching bones between Genesis and clothing [Solved]
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So, this one continues to elude me despite my best efforts. I even bought the advanced rigging tutorial to see if an answer lieth within. Sadly, while it covers a great number of awesome topics, the heart of my query remains largely unanswered. At least to a degree where I can fix the issue.
So, I have a dress. I use the transfer utility on said dress using the skirt option and it dutifully applies the rigging. The problem is that the shins are ignored. So, I create some new bones to match.
Now, here's the problem: Despite the bones sharing the same name as the Genesis 2 bones, the skirt will not move with the figure.
I even tried rigging it using Sickle's dress option, but that relies on handles rather than moving with the figure, and I rather prefer allowing it to follow the figure and tidying up specific poses with morphs.
So, the short question is: How can I get a bone to follow it's twin on Genesis automatically?
Comments
Do the bones not follow, or does the dress not respond to the bones? The former should be a naming issue, the latter would be the lack of weight maps giving the bones any influence (and you don't mention doing any weight editing above). Though you might try some of the other templates, I'm pretty sure that between the base and the SickleYield set you should have some long dress templates with shins (or better, control handles).
It's definitely a matching issue. I can move the bones manually and it will bend the dress perfectly fine, but for some reason it doesn't seem to want to behave with the Genesis figure, despite the rest of the outfit (arms, torso etc) following the base figure just fine.
Is there a 'hidden' name for the bones somewhere I'm missing? In the joint editor it seems fine, and I've even tried keeping the same naming convention for the selection groups just in case, but it simply doesn't follow the rest of the figure.
Edit: Here's an image to illustrate. You can clearly see the named bones and how the arm follows the figure just fine, yet the leg bone doesn't move at all.
The names are lShin and rShin. If you get reason to doubt, you can either look at the seelction group name in the Tool Settings pane with the Joint editor active or you can select the bone and run this script in the ScriptIDE pane
print( Scene.getPrimarySelection().name );
I take it Daz Studio automatically relabels the Genesis limbs then?
Okay, i've tried the following combinations to no avail:
Naming the selection regions AND the bones to lThigh, rThigh, lShin, rShin etc...
Renaming just the selection.
Renaming just the bones.
Under no circumstances will the bone follow along with Genesis' movements.
The only thing I can think of is that the 'true' name is found elsewhere and all I've been changing so far is merely the label. If that's the case, however, then the joint editor also displays this same name.
Did you close DS and reload it after saving before retesting? Sometimes changes in conformation don't appear right away.
Aha! You hit the nail on the head. Saving and restarting Daz seemed to fix it just fine. A curious little bug, to say the least. Any idea what causes it?
I'm not a coder, so I don't know why it's that way, but it's consistent throughout the program that it can't update some things about a given item without having it saved and reloaded. It's consistent with weight maps and rigging information, but another example that I'm working with right now is FBMs with deformations reversed. To go through multiple versions of a morph as I improve it I have to keep deleting G2F and reloading her from library, or changes don't appear when the morph is loaded.
Don't forget to memorize figure rigging after you change rigging and before you save to library.
Thanks for the tip. With this and Blondie's tutorial I think I might just be well-armed enough to finish this conversion!