How to actually "Rig" a very simple solid object?

Hey guys, i've been struguling with this issue where i want to make a character that has broken shackles on his wrists, ankles and a big collar on his neck, but the thing is that after using "Transfer Utility" all the meshes get seriously deformed, i know, i know, the morphs, the weights and colission causes those things but in reality is the rig of the shackles, i've seen several tutorials where you can modify the weights and stuff, but the thing is, that even after i set the weight of all the bonesto 0, leaving the ones that matter, the shackles still bend when i move the hand, feet and neck, i also went ahead and deleted the joints of all the bones that i don't need, but yet again, the shackles still bend when i delete them, i've been at it for days and i just don't know how to do it, i want these shackles to remain solid as the thick metal they're suppoused to be, but also change in shape when the character morphs, you know, you use in different characters.

So far i haven't even gotten close to do it...

Comments

  • Take a look for tutorials 'n information about rigidity. Think that's what you're looking for.

    Google search turns up several so hopefully one of these will help you:  Click Here for search results

  • margravemargrave Posts: 1,822
    It's because the underlying figure is automatically generating corrective morphs for your new outfit. Just set the Properties pane to Show Hidden and scroll to the bottom. You should see a bunch of "pJCM_" morphs. You can enter edit mode and delete those.
  • margravemargrave Posts: 1,822

    Take a look for tutorials 'n information about rigidity. Think that's what you're looking for.

    Google search turns up several so hopefully one of these will help you:  Click Here for search results

    AFAIK rigidity maps only help with a full-body morph, i.e. when you're dialing a figure in. They don't do anything when a figure is being posed.

  • PerttiAPerttiA Posts: 10,024

    Why do you need to rig them?

  • margravemargrave Posts: 1,822

    PerttiA said:

    Why do you need to rig them?

    One reason would be because objects can't have bones, which would be very useful for manipulating dangling chains. 

  • PerttiAPerttiA Posts: 10,024
    edited September 2021

    margrave said:

    PerttiA said:

    Why do you need to rig them?

    One reason would be because objects can't have bones, which would be very useful for manipulating dangling chains. 

    True, but you don't need the bone structure of any base human for that. (Re. Transfer Utility)

    Post edited by PerttiA on
  • Catherine3678abCatherine3678ab Posts: 8,340
    edited September 2021

    margrave said:

    Catherine3678ab said:

    Take a look for tutorials 'n information about rigidity. Think that's what you're looking for.

    Google search turns up several so hopefully one of these will help you:  Click Here for search results

    AFAIK rigidity maps only help with a full-body morph, i.e. when you're dialing a figure in. They don't do anything when a figure is being posed.

    In the topic of rigidity are also rigid follow nodes, and the nice little ball in the tummy button stays rounds :-) 

     

    Post edited by Catherine3678ab on
  • MattymanxMattymanx Posts: 6,905
    edited September 2021

    Each piece can be set up as its own stand alone item, then saved as a figure.  Then loaded up and saved as a wearable, parented where it needs to be.  This is best if you plan on using it on multiple Genesis figures.

     

    You will want to import the model with the Figure Setup tab, setting up the node (bone) connections and XYZ orientations.  Then create figure.

    For all hard surface items that are NOT suppose to warp or bend like cloth or soft body, there is one little step you must make - Select the model in the scene tab, change to the "Node Weight Map Brush", move the mouse cursor over the model in the viewport and you will see a red circle with a smaller green circle in it.  Right click the model, go to "Weight Editing" at the bottom and choose "Fill by Bone Selction Group(s)" - What this does is fills each node to 100% weight so that the model pieces will not distort when moved.

    Then you use the Joint Editor Tool and set up the center and end points of each node.  Dont forget to Memorize Figure Rigging with the Joint Editor when you are done.

    Post edited by Mattymanx on
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