Ghost bones in DAZ Studio 4.6
This issue has been previously discussed, but I'm going to focus it with more precision in this case.
I have a large catalogue of Poser-based V4 clothes, a number of which have custom ghost bones for functions like dress movement. When Auto-Fitted in DAZ Studio 4.6, Auto-Fit does its job very nicely. However, all the ghost bones are seemingly obliterated in the process.
With hair figures that have ghost bones, I can circumvent the problem by parenting it to a Genesis figure (just be sure the Parent in Place checkbox is ticked). But with clothing it's a rather more complicated affair. Converting to Weight Mapping will preserve the ghost bones, but it'll also make the clothing unconformable; I've found Weight Mapping works best with shoes and other props that don't need conforming. Raw parenting to Genesis doesn't work well for clothes with multiple body bends. And I've read various tips on the forums about using Transfer Utility and Joint Editor, but still have no luck.
Are the ghost bones just hiding? If Auto-Fit has obliterated them, is there a way to transfer the original ghost bones to the DS4 conformed item that isn't horribly cumbersome?
PS. I have a quick tip to recreate Poser's Visibility keyframing in DS4.6. Just shrink the item to 0% Scale when you want it invisible.
Comments
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/joint_editor/start
You prob read this
I myself use another item of clothing made for the target figure with boning I want as the transfer utility donor rather than the figure itself or autofit to that item
Is not perfect and weight painting often needed
Sicklyield has her Rigging and morphing system products you can use too
As it turns out, the names of the ghost bones are still visible in the Geometry Editor, but they're disabled. For your reference, the ghost bones are from LilFlame's Shigune from Rendo, and have the following names: centerSkirt, lSkirt, lSkirtFront, lSkirtTopBack, rSkirt, rSkirtFront, rSkirtTopBack.
The groups are not deleted, but they have no polygons assigned to them (see all the 0s after their names) and no weights assigned.
OK, I managed to do a work-around of sorts by recreating the bones with DForm magnets. I'll post the end result in due course. ;)