DAZ Dog 8 changes pose when translating

Hey everyone!  I've encountered a frustrating problem that I can't seem to figure out.  Whenever I load up Daz Dog 8 and apply the included sitting pose, it's legs seem to "unpose" and pull out or pull in, depending on whether or not I translate up or down.  It happens with both the dials and the universal rotate gizmo thing in the upper-left.

I did a search, but could only find threads about posing moving the actual location of the character, not slightly changing the rotations of the bones slightly.

Has anybody else seen this?  Anybody know what I need to do to be able to use the Dog 8 without having this happen when I translate it around (specifically up and down)?

Comments

  • GordigGordig Posts: 10,191

    Did you delete the IK controls?

  • NorthOf45NorthOf45 Posts: 5,554

    Never noticed that before. It seems to only do that with the 6 included base poses, but not with any of the added pose sets that I have. It also does not do that after applying any of those other poses, then going back to one of the 6 base poses.

    Tried toggling IK on and off, but doesn't seem to have an effect until after posing, translating, undo translate, toggle IK, pose again, translate, sometimes it corrects the problem, sometimes not. Can't seem to find the trigger. I don't know what's different about the third-party pose sets, and why, after using one (tried several from different sets), the legs are stable when translating with the base poses. Could be something isn't being initialized properly in the base poses.

  • duckbombduckbomb Posts: 585
    Gordig said:

    Did you delete the IK controls?

    I'm sorry, I'm not sure what this means, but I'm sure I did not.

     

    NorthOf45 said:

    Never noticed that before. It seems to only do that with the 6 included base poses, but not with any of the added pose sets that I have. It also does not do that after applying any of those other poses, then going back to one of the 6 base poses.

    Tried toggling IK on and off, but doesn't seem to have an effect until after posing, translating, undo translate, toggle IK, pose again, translate, sometimes it corrects the problem, sometimes not. Can't seem to find the trigger. I don't know what's different about the third-party pose sets, and why, after using one (tried several from different sets), the legs are stable when translating with the base poses. Could be something isn't being initialized properly in the base poses.

    For me, it happens even when I pose completely manually with no pose.  For example, bend the back legs at all of the joints as if it were laying down, and you'll see that they slowly "un-pose" themselves as you translate.  I'm away from my computer, but a workaround could be to put the whole dog in it's own group and use that group to apply any translation.

    Its odd to me that there's no reason previous information about this, it kinda (at least for me) renders the entire product line unusable.  

    I'll mess with it some more later

  • duckbombduckbomb Posts: 585
    edited October 2020

    OK it was bugging me so I made my way to the computer to try again with different pose sets...

    @NorthOf45 Thanks for looking into it on your end!  Unfortunately, my experience is a bit different in that it does this with any and all (or even not having any) poses applied.

    I tried putting the dog into it's own group and then translating that, but the issue persists even then.  As far as I can see, it doesn't matter which pose you use, which Dog you use (even the Dev Load), what resolution you use, or what the scene hierarchy looks like, the legs do not stay in place when you translate it.  Unfortunately, it looks like a completely useless product for my needs, as this adds a drastic amount of unnessicary work to get the poses just right.

     

    Post edited by duckbomb on
  • FrankTheTankFrankTheTank Posts: 1,229
    duckbomb said:

    Hey everyone!  I've encountered a frustrating problem that I can't seem to figure out.  Whenever I load up Daz Dog 8 and apply the included sitting pose, it's legs seem to "unpose" and pull out or pull in, depending on whether or not I translate up or down.  It happens with both the dials and the universal rotate gizmo thing in the upper-left.

    I did a search, but could only find threads about posing moving the actual location of the character, not slightly changing the rotations of the bones slightly.

    Has anybody else seen this?  Anybody know what I need to do to be able to use the Dog 8 without having this happen when I translate it around (specifically up and down)?

    what I do is parent Dog 8 to a tiny cube, just big enough to see and grab easy in the scene, then just use the cube to move the dog around. You can use a null point of course, but I prefer to use cubes, its just easier for me to grab them quickly in the scene since I can make them bigger. Just don't forget to hide your cube before you render.

  • duckbombduckbomb Posts: 585
    TGSNT said:
    duckbomb said:

    Hey everyone!  I've encountered a frustrating problem that I can't seem to figure out.  Whenever I load up Daz Dog 8 and apply the included sitting pose, it's legs seem to "unpose" and pull out or pull in, depending on whether or not I translate up or down.  It happens with both the dials and the universal rotate gizmo thing in the upper-left.

    I did a search, but could only find threads about posing moving the actual location of the character, not slightly changing the rotations of the bones slightly.

    Has anybody else seen this?  Anybody know what I need to do to be able to use the Dog 8 without having this happen when I translate it around (specifically up and down)?

    what I do is parent Dog 8 to a tiny cube, just big enough to see and grab easy in the scene, then just use the cube to move the dog around. You can use a null point of course, but I prefer to use cubes, its just easier for me to grab them quickly in the scene since I can make them bigger. Just don't forget to hide your cube before you render.

    AH!  Parenting!  That's a great solution!  I also found out that simply translating the hips will work, however it becomes a problem when trying to rotate along the Y axis because the hip is often tilted.  I saw in a different thread that you can lock all figure translations, so if you do that then you can also move the dog, but then you have to unlock to make any changes and then lock again to move... etc... 

    Your solution is so much more streamlined!  I'll give it a shot.  Thanks!

  • PenguinistoPenguinisto Posts: 83
    edited October 2020

    @duckbomb: Okay - what they mean by turning off IK (Inverse Kinematics) is, turn off all the IK chains and unpin the paws (for humans, the 'hands' and 'feet') on the figure, and it will move just fine without getting all weird and epileptic. This will give you a good idea as to how to do that. You may have to delete any scene bits that show "IK" as well.

    Protip: The old NearMe figure does this too, which is how I found out.

    @TGSNT: Instead of using a tiny cube in the scene, just do Create -> Group , and then drag+drop your dog into that group. If you kill IK/pins, you won't have to do that anymore, but grouping is still very handy when it comes to pose sets that involve multiple figures (so you can move them both at the same time - for example, when you have a dog and a kid playing together in a certain pose - grouping lets you move them both w/o screwing up the carefully constructed interaction you set up between them.) 

    Post edited by Penguinisto on
  • Serene NightSerene Night Posts: 17,677

    I've run into a lot of issues with the dog when poses are applied, particularly legs going all wonkadoodle. 

  • I've run into a lot of issues with the dog when poses are applied, particularly legs going all wonkadoodle. 

     

    Turning off IK and unpinning the paws ("hands" and "feet") will help with that as well, I believe..

  • duckbombduckbomb Posts: 585

    @duckbomb: Okay - what they mean by turning off IK (Inverse Kinematics) is, turn off all the IK chains and unpin the paws (for humans, the 'hands' and 'feet') on the figure, and it will move just fine without getting all weird and epileptic. This will give you a good idea as to how to do that. You may have to delete any scene bits that show "IK" as well.

    Protip: The old NearMe figure does this too, which is how I found out.

    @TGSNT: Instead of using a tiny cube in the scene, just do Create -> Group , and then drag+drop your dog into that group. If you kill IK/pins, you won't have to do that anymore, but grouping is still very handy when it comes to pose sets that involve multiple figures (so you can move them both at the same time - for example, when you have a dog and a kid playing together in a certain pose - grouping lets you move them both w/o screwing up the carefully constructed interaction you set up between them.) 

    Thank you very much for helping a newb like me!  I'll take a look tonight and see if I can get this character behaving (what I consider to be) correctly.  I'm excitd to be able to use the dog, now!

Sign In or Register to comment.