Rigging advice needed.... not auto, from scratch

RAMWolffRAMWolff Posts: 10,256
edited December 1969 in The Commons

Hi,

I'm attempting to make a tail. So I made the geometry in ZBrush, have it exported with polygroups so it's got the segments so DAZ Studio can "see" what should go where. I'm following this tutorial from Rob:

https://youtu.be/uWVB2XOjh4o

Importing and seeing the obj's groups is fine but when Rob creates the child bones I see geometry labels on all the created child bones and I'm not seeing that with my tail so I'm confused about what I may or may not be doing wrong... See screen grab below... He also has this area that shows up that on the pane "weld"... I don't see that.. I know that my geometry isn't in separate sectors that needs to be welded but just wondering if I'm on the right track or am I in need of some further advice.

I also know this tutorial isn't the newest but I can't find anything this well explained on youTube.

Thanks for the help! :-)

GeometryRelationsScreenGrab.jpg
1059 x 540 - 142K

Comments

  • RAMWolffRAMWolff Posts: 10,256
    edited December 1969

    While I don't like written tutorials this one really helped me just now.... I think I'm on my way

    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/adding_bones_for_rigging/start

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,612
    edited December 1969

    Patience has a legacy rigging PDF on DA if you do decide you like reading, I admittedly have yet to read it :lol:

  • RAMWolffRAMWolff Posts: 10,256
    edited May 2015

    Thanks Wendy. I'll check it out . I probably have it but forgot... nothing new... lol Old brain!

    I kinda got it right finally. After about 5 starts or so.... This is Dawn, a Sparky character she made for her and just thought she needed a tail. My quicky "Pounce" pose and my Bruno Skinny morph applied to her to get rid of the boobs and add a bit more to the shape.

    It's not an iRay render so I hope I don't get flack for that! lmao

    CatPerson-NewTail.jpg
    1088 x 914 - 624K
    Post edited by RAMWolff on
  • Richard HaseltineRichard Haseltine Posts: 102,841
    edited December 1969

    With legacy rigs the geometry belongs to the bone, with a TriAx figure the geometry belongs to the figure (groups are useful for selection, to place the bones on a new figure, and as a quick way to initially fill the weight maps but they are not functional with respect to the rigging itself).

  • RAMWolffRAMWolff Posts: 10,256
    edited December 1969

    I'm not sure I'm following you there Richard. Now that I have it rigged and weight mapped my concern with getting it to actually function as a fitted to item is that will all my hard work be lost if I attempt to get this set up as a conformer to the main figure? I know there is a way, there's always a way but I'm not aware of it I guess... it's not like regular clothing. Any help?

  • patience55patience55 Posts: 7,006
    edited December 1969

    For the triax rigging I've been recommending blondie9999's tutorials. Although created a few editions back I found them still followable and for the few changes, answers were somewhere in the forums.
    Somewhere over in Nuts 'n Bolts in one of my clothing threads there was some info about geografting as well. I wasn't the author ... think it may have also been posted in another thread.
    Google searching might bring up the threads ... hasn't work as well as it used to all year though.

  • patience55patience55 Posts: 7,006
    edited December 1969

    RAMWolff said:
    I'm not sure I'm following you there Richard. Now that I have it rigged and weight mapped my concern with getting it to actually function as a fitted to item is that will all my hard work be lost if I attempt to get this set up as a conformer to the main figure? I know there is a way, there's always a way but I'm not aware of it I guess... it's not like regular clothing. Any help?

    Oh, that's not going to be a "fitted to" item AFAIK. More like a hair item with handles or long skirt with handles. You get the base to match and the rest have to be their own bones.

  • RAMWolffRAMWolff Posts: 10,256
    edited December 1969

    Not really ready to dive into Geografting and not sure if that will work on Hivewire products and since they are used in both Poser and DAZ Studio I'm pretty sure it would be a one way street and I don't want that. Needs to work on both sides of the fence.

    I do have the Blondie tutorials somewhere around here but as you stated they are outdated so not sure perusing through them will give me answers that will match the current work flow in DS. :-|

  • Richard HaseltineRichard Haseltine Posts: 102,841
    edited December 1969

    If it's going to be fitted you really need to use the original figure as a donor, using the Transfer utility, then add extra bones to that with the Joint Editor tool (right-click menu).

  • RAMWolffRAMWolff Posts: 10,256
    edited December 1969

    If it's going to be fitted you really need to use the original figure as a donor, using the Transfer utility, then add extra bones to that with the Joint Editor tool (right-click menu).

    So would a work around be save the tail out as a figure, use the transfer utility, merge the tail figure in and transfer it's bones over to the now conformed tail? I don't want to loose all my hard work boning and weight mapping this puppy!

  • Richard HaseltineRichard Haseltine Posts: 102,841
    edited May 2015

    RAMWolff said:
    If it's going to be fitted you really need to use the original figure as a donor, using the Transfer utility, then add extra bones to that with the Joint Editor tool (right-click menu).

    So would a work around be save the tail out as a figure, use the transfer utility, merge the tail figure in and transfer it's bones over to the now conformed tail? I don't want to loose all my hard work boning and weight mapping this puppy!

    I've not tried that. Another approach, give it only needs to match one or two bones on the main figure, might be to create new root bones, copy their settings from the base figure, and change the parent of the first tail bone to the new hip or pelvis bone (also a Joint Editor function).

    Post edited by Richard Haseltine on
  • RAMWolffRAMWolff Posts: 10,256
    edited December 1969

    Hmmm, that might be worth trying. I have it currently parented to the Hip...

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