item types, and re-parenting

Hello

I have a couple of question that drives me crazy !!  please help

-  what are those item icons in the scene tree?  

- I want to move joints from one item(object) and re-parent under another, but how?

Thank you 

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Comments

    • Rock is a prop, a single node with geometry
    • Unicorn is a weight-mapped figure, a rig with geoemtry that responds to bones. If the stack of cubes had solid separators then it would be a Poser/legacy rigged figure
    • Root is a group or null, not having any geometry or rigging
    • The Unicorm you want to drag is a bone - bones have a defined place in the hierarchy and cannot be moved by drag-and-drop, you can using the Joint editor right-click menu but the results may not be what you want.

    What is it that you are trying to achieve by moving the bone?

  • mirHadimirHadi Posts: 16

    Richard Haseltine said:

    What is it that you are trying to achieve by moving the bone?

    Aaaah finally, Thank you very much.

    To briefly explain, I have a unicorn model.

    I Animated it in Cascadeur and brought it back as FBX. unfortunately as many forms suggested It didn't work as properly, the Animation is shifted and not right.

    I imported the FBX file in Houdini, corrected the shifted Hip, and brought it back in DAZ. the animation is correct but nothing's shown in the viewport ( Display Bone: not available )  and I get this kind of error: Rigging Limitation: bones without root skeleton.

    I figured out that It need a parent, I made a dummy null called "root" in Houdini and parent my bones under it and then exported it again as FBX to DAZ (I did all of this to save the imported animation as "POSE" and apply it to my main unicorn)

    but when exporting as Pose, it simply doesn't export the skeleton just "root" transform.

    I thought It might be a good idea to parent unicorn joints under the Unicron model just for sake of avoiding the problem with exporting As as a Pose, which seems not working. frown
     

     

  • A figure in Daz Studio is the main parent node, the one with the stacked boxes icon - that owns the weight maps, morphs, and geometry. It then has bones parented to it, in a hierarchical tree, which set the joint centres and tell which bits of the mesh to deform in response (via weightmaps or fall-off controls, depending on the rigging type). I'm surrpised DS will even allow a free-floating bone like that, but I am not surprised it can't do anything useful with it.

    Could you export the aniamtion in a BVH file and then apply that to the original model?

  • mirHadimirHadi Posts: 16

    Richard Haseltine said:

    Could you export the aniamtion in a BVH file and then apply that to the original model?

    Unfortunaly Cascade doesn't have BVH export, I need MotionBuilder or sth similar to convert FBX to BVH and it's to see.  

    and a big problem with the .dea format, If Daz could handle the animation of in the .dea file format It would be good, but it brings just a still frame, not the animation.

  • mirHadimirHadi Posts: 16

    I did export the same FBX from Maya, and It comes to DAZ with that rigged icon as the original Unicorn,  and It exported out as a pose out of Daz without a problem.

    but this FBX exported from Houdini comes without a figure ( a free-floating bone) and can't be exported and gives errors as I mentioned before. ( that's I had added a "root" null in Houdini at the first place)
    well, I think I have to stick to this plan ( Maya > Daz) workflow for now to find an answer.

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  • Richard Haseltine said:

    A figure in Daz Studio is the main parent node, the one with the stacked boxes icon - that owns the weight maps, morphs, and geometry. It then has bones parented to it, in a hierarchical tree, which set the joint centres and tell which bits of the mesh to deform in response (via weightmaps or fall-off controls, depending on the rigging type). I'm surrpised DS will even allow a free-floating bone like that, but I am not surprised it can't do anything useful with it.

    Apparently the API and the DSON format do allow free-floating bones, but all the internals tools expect a figure to own any bone.

    As the FBX Importer is discretely mentioned here, it currently allows this to occur because of the way mesh deformers work in other DCC applications and a consistent way to address the various configurations/sources has not been devised yet.

    Could you export the aniamtion in a BVH file and then apply that to the original model?

  • mirHadimirHadi Posts: 16
    edited August 2022

    Yes, I used MotionBuilder to create BVH out of the FBX file.

    everything works fine in Houdini, Maya, and MotionBuilder,      but nothing works in DAZ!!!!!!

    I imported the BVH file, exported from MB, into Daz and the images show what happens to the bones!

    shifted, twisted, a complete disaster. but the same BVH reimported into MB without a single problem.

     

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  • mirHadimirHadi Posts: 16
    edited August 2022

    Hello

    I've imported an FBX file successfully so far (from Cascadeur), I save it as a "Pose Preset". That is fine so far but when applying that pose to the model I get this mess as images.
    I did it with the BVH file and It was a nightmare what happened to the model!

    Left is the original FBX from MB (imported Cascadeur FBX into MB and exported it as new FBX to see If it helps). the right after converting it to a pose and applying it to the model!

    NOTHINGs works in DAZ. imported FBX is not right, .dae files don't have animation, and BVH is coming in twisted, wired shapes.

     

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    Post edited by mirHadi on
  • Merged threads as they are on the same basic topic.

  • mirHadimirHadi Posts: 16

    Richard Haseltine said:

    Merged threads as they are on the same basic topic.

    Awww  thankx, smiley 

    well, still I didn't get the answer, that is the point of these threads indecision

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