Please try the attached "Bone Minion Post Load.dsa" file in data/RiverSoft Arts/Common and see if it works. It may not work with previously saved scenes though, depending on how old they are.
I purchased your wonderful bundle (Bone Minion for Genesis 8 and 8.1 Poses for Generation 4)
I'm converting some G8 wrestling poses for a client. The wrestling poses contain a pose for girl A and a pose for Girl B.
They need to line up properly. i've attached an image showing that the 2 G8 girls come in perfectly. The poses are lined up.
The converted V4 girls are totally out of wack and very difficult to get them to line up.
Any advice is greatly appreciated.
Cheerio lululee
First, it looks like the limits were not turned off for the V4 character (especially on the left). Then, you need to make sure, just like with the 2 G8 girls, that the V4s are starting from the same point.
I did start with the 2 V4 girls in the zero position but they went their own way once I applied the pose to the bone minion.
cheerio
lululee
It must be the specific poses then. I have been able to do that before and would see things go into place. At the least, make sure the limits are off before applying poses, and that should help you slide the two figures into place.
I landed on this thread due to the post with the error message "Bone Minion not found," however, I'm not using a render queue. The script works flawlessly; however, anytime I save a scene and reopen it, it will give "Bone Minion not found" for each of the minions assigned to a figure. This is always with Genesis 9 figures using Male and Female minions for 8.1 and 8 since I have never tried this on other figures.
This issue happens on two different installations of Daz3D on two other PCs. When I relaunch a scene, I have to remove all the minions and re-add them so they can work again. I saw the .DSA file that was added to this thread, but I didn't try it out. I was hoping there was a native fix, or perhaps I'm doing something wrong instead of fixing it with a patch/hotfix.
However, I do want to state that this utility is fantastic. Thank you for creating it.
I landed on this thread due to the post with the error message "Bone Minion not found," however, I'm not using a render queue. The script works flawlessly; however, anytime I save a scene and reopen it, it will give "Bone Minion not found" for each of the minions assigned to a figure. This is always with Genesis 9 figures using Male and Female minions for 8.1 and 8 since I have never tried this on other figures.
This issue happens on two different installations of Daz3D on two other PCs. When I relaunch a scene, I have to remove all the minions and re-add them so they can work again. I saw the .DSA file that was added to this thread, but I didn't try it out. I was hoping there was a native fix, or perhaps I'm doing something wrong instead of fixing it with a patch/hotfix.
However, I do want to state that this utility is fantastic. Thank you for creating it.
Yes, this is a known bug. I *think* I have a fix but have not found the time to thoroughly test and submit it.
I did use the 'apply' script (you use that on the bone minion itself, right?), but to no effect.
Attached is a screen cap after applying the V4 pose to the bone minion. Before the character would then assume the same pose, now it just stays in the 'T Pose'.
Also attached a portion of the Log file (not the whole, ridiculously large thing, just the portion dealing with Bone Minion)
Also, "Thanks!" for the quick reply ^_^
Edit: Just noticed this in the log file, so maybe I just have to reload Bone Minion itself, I'll try that later.
2024-06-17 10:48:44.224 [DEBUG] :: Cannot find property: Automatic Pose Transfer
Hmmm. I just finished a pretty big update to BM (in testing now) and I cannot even find that error any more.
Try a Heavyweight Bone Minion and see if that makes a difference. Also, you could try to select the Bone Minion, go to Parameters Pane, put it in Edit Mode, and Create New Property called "Automatic Pose Transfer". It should be a bool property and be set to On. Then try the Apply script again.
It showed up in DIM yesterday, all 30 files. I hadn't had any issues with it, so was surprised.
Oooh! You love BM!
Most of the bugs were not on stuff that interfered with posing, except using props and partial poses:
2024-06-19 Updated:
Fixed Bone Minion not found error when loading a scene by using the DataItem.getOwner()
Fixed so that Bone Minion works with Partial Poses again
Added ability in Install script to select which scripts get added to Favorites and Toolbar
Fixed bug so that Heavyweight Bone Minions can accept and properly process partial poses
Fixed bug where props were not posed properly
Fixed bug where props did not take into account the size difference between the bone minion and the target
Fixed message for when AutoTransfer property is false
Added MemorizePose function
Added RestorePose function
Fixed bug where AdjustRotations function would do calculations that would rotate to the partial pose as if using WSRot and not LocalRot
Fixed CopyPropTransformations function to use the location DIFFERENCE from the parent bone to the prop. This allows
better adjustment when the Bone Minion is a different size from the Target, such as with G8 and G9
Changed CopyPropsTransformations function to just use CopyPropTransformations instead of DS actions
Changed CopyPropsTransformations function parameters to be the prop lists instead of the bones
Added IsHeavyweightBM function
Added CannotSetToDefaultValue function
Improved IsBoneLocked function to handle Heavyweight Bone Minion bones that cannot accept the DefaultBoneChangeValue
Improved GetBoneRotations function to handle Heavyweight Bone Minions which often have bones (pectorals especially) that don't initialize properly
Modified CopyPoseProp function to detect if Bone Minion is a heavyweight Bone Minion
Fixed bug in Create Heavyweight Bone Minion that did not initialize the bone to detect partial poses
Replaced ALL calls to getSkeleton() with getRootNode. It turns out that if the oNode is NOT a bone or DzSkeleton (i.e., it is only a DzNode), these are not the same! This caused errors sometimes
It showed up in DIM yesterday, all 30 files. I hadn't had any issues with it, so was surprised.
Oooh! You love BM!
Most of the bugs were not on stuff that interfered with posing, except using props and partial poses:
2024-06-19 Updated:
Fixed Bone Minion not found error when loading a scene by using the DataItem.getOwner()
Fixed so that Bone Minion works with Partial Poses again
Added ability in Install script to select which scripts get added to Favorites and Toolbar
Fixed bug so that Heavyweight Bone Minions can accept and properly process partial poses
Fixed bug where props were not posed properly
Fixed bug where props did not take into account the size difference between the bone minion and the target
Fixed message for when AutoTransfer property is false
Added MemorizePose function
Added RestorePose function
Fixed bug where AdjustRotations function would do calculations that would rotate to the partial pose as if using WSRot and not LocalRot
Fixed CopyPropTransformations function to use the location DIFFERENCE from the parent bone to the prop. This allows
better adjustment when the Bone Minion is a different size from the Target, such as with G8 and G9
Changed CopyPropsTransformations function to just use CopyPropTransformations instead of DS actions
Changed CopyPropsTransformations function parameters to be the prop lists instead of the bones
Added IsHeavyweightBM function
Added CannotSetToDefaultValue function
Improved IsBoneLocked function to handle Heavyweight Bone Minion bones that cannot accept the DefaultBoneChangeValue
Improved GetBoneRotations function to handle Heavyweight Bone Minions which often have bones (pectorals especially) that don't initialize properly
Modified CopyPoseProp function to detect if Bone Minion is a heavyweight Bone Minion
Fixed bug in Create Heavyweight Bone Minion that did not initialize the bone to detect partial poses
Replaced ALL calls to getSkeleton() with getRootNode. It turns out that if the oNode is NOT a bone or DzSkeleton (i.e., it is only a DzNode), these are not the same! This caused errors sometimes
Yes I do love it. It allows me to not clog up my drives with copies of poses from other generations and it frees me to buy older generation pose sets and not worry about extra work converting them. I had tried that and I fell behind always. Bone Minion is totally worth the price in saving me time and effort. And there are some very nice poses from older generations by great pose artists that I love and I like having them at hand. And vice versa from G9 to the older generations.
It showed up in DIM yesterday, all 30 files. I hadn't had any issues with it, so was surprised.
Oooh! You love BM!
Most of the bugs were not on stuff that interfered with posing, except using props and partial poses:
2024-06-19 Updated:
Fixed Bone Minion not found error when loading a scene by using the DataItem.getOwner()
Fixed so that Bone Minion works with Partial Poses again
Added ability in Install script to select which scripts get added to Favorites and Toolbar
Fixed bug so that Heavyweight Bone Minions can accept and properly process partial poses
Fixed bug where props were not posed properly
Fixed bug where props did not take into account the size difference between the bone minion and the target
Fixed message for when AutoTransfer property is false
Added MemorizePose function
Added RestorePose function
Fixed bug where AdjustRotations function would do calculations that would rotate to the partial pose as if using WSRot and not LocalRot
Fixed CopyPropTransformations function to use the location DIFFERENCE from the parent bone to the prop. This allows
better adjustment when the Bone Minion is a different size from the Target, such as with G8 and G9
Changed CopyPropsTransformations function to just use CopyPropTransformations instead of DS actions
Changed CopyPropsTransformations function parameters to be the prop lists instead of the bones
Added IsHeavyweightBM function
Added CannotSetToDefaultValue function
Improved IsBoneLocked function to handle Heavyweight Bone Minion bones that cannot accept the DefaultBoneChangeValue
Improved GetBoneRotations function to handle Heavyweight Bone Minions which often have bones (pectorals especially) that don't initialize properly
Modified CopyPoseProp function to detect if Bone Minion is a heavyweight Bone Minion
Fixed bug in Create Heavyweight Bone Minion that did not initialize the bone to detect partial poses
Replaced ALL calls to getSkeleton() with getRootNode. It turns out that if the oNode is NOT a bone or DzSkeleton (i.e., it is only a DzNode), these are not the same! This caused errors sometimes
Yes I do love it. It allows me to not clog up my drives with copies of poses from other generations and it frees me to buy older generation pose sets and not worry about extra work converting them. I had tried that and I fell behind always. Bone Minion is totally worth the price in saving me time and effort. And there are some very nice poses from older generations by great pose artists that I love and I like having them at hand. And vice versa from G9 to the older generations.
Mary
I am so glad you like it. It is the product I was most excited to make (and took the longest).
I bought the G8, G9, & Gen4 minion bundles upon release because RiverSoft Art. But I hadn't had occasion to use them until last week when I wanted to apply some Ironman13 V4 poses to G8.1 (Ironman13 really was the bomb in her day). It was so straightforward, and it worked flawlessly!
I just dropped by to tell you that this whole minion idea is genius! I hope it's made you a ton of money, my friend.
I'll be waiting for a discount on Props minion, but there have been so many times in the past that a prop derailed my creative flow due to wonky pivot points and different generations. Thanks again for your hard work and dedication.
I bought the G8, G9, & Gen4 minion bundles upon release because RiverSoft Art. But I hadn't had occasion to use them until last week when I wanted to apply some Ironman13 V4 poses to G8.1 (Ironman13 really was the bomb in her day). It was so straightforward, and it worked flawlessly!
I just dropped by to tell you that this whole minion idea is genius! I hope it's made you a ton of money, my friend.
I'll be waiting for a discount on Props minion, but there have been so many times in the past that a prop derailed my creative flow due to wonky pivot points and different generations. Thanks again for your hard work and dedication.
Thank you for the kind words (and continuing support)! I am so glad you like them
Howdy....I am trying to get Bone Minion to convert Genesis 8 animations to Genesis 9 characters.....the Minion does as its told....but the Gen9 character takes the initial pose and stops....
Is it capable of doing animations....or am I effing something up?
Howdy....I am trying to get Bone Minion to convert Genesis 8 animations to Genesis 9 characters.....the Minion does as its told....but the Gen9 character takes the initial pose and stops....
Is it capable of doing animations....or am I effing something up?
Comments
So, does this work or not?
Hi,
I purchased your wonderful bundle (Bone Minion for Genesis 8 and 8.1 Poses for Generation 4)
I'm converting some G8 wrestling poses for a client. The wrestling poses contain a pose for girl A and a pose for Girl B.
They need to line up properly. i've attached an image showing that the 2 G8 girls come in perfectly. The poses are lined up.
The converted V4 girls are totally out of wack and very difficult to get them to line up.
Any advice is greatly appreciated.
Cheerio lululee
First, it looks like the limits were not turned off for the V4 character (especially on the left). Then, you need to make sure, just like with the 2 G8 girls, that the V4s are starting from the same point.
Hi,
I did start with the 2 V4 girls in the zero position but they went their own way once I applied the pose to the bone minion.
cheerio
lululee
It must be the specific poses then. I have been able to do that before and would see things go into place. At the least, make sure the limits are off before applying poses, and that should help you slide the two figures into place.
this might not work but did you try parenting one V4 to the other before applying the poses?
I landed on this thread due to the post with the error message "Bone Minion not found," however, I'm not using a render queue. The script works flawlessly; however, anytime I save a scene and reopen it, it will give "Bone Minion not found" for each of the minions assigned to a figure. This is always with Genesis 9 figures using Male and Female minions for 8.1 and 8 since I have never tried this on other figures.
This issue happens on two different installations of Daz3D on two other PCs. When I relaunch a scene, I have to remove all the minions and re-add them so they can work again. I saw the .DSA file that was added to this thread, but I didn't try it out. I was hoping there was a native fix, or perhaps I'm doing something wrong instead of fixing it with a patch/hotfix.
However, I do want to state that this utility is fantastic. Thank you for creating it.
Yes, this is a known bug. I *think* I have a fix but have not found the time to thoroughly test and submit it.
Thanks for the reply, I thought I was doing something wrong. Nonetheless, I love your work and other additions to Daz3D.
Hopefully, I will release the fix by the end of April.
Don't know if anyone else has has this particular problem yet:
I have the 'Victoria 4 to G3" and "Victoria 4 to G8" bone minions.
They initially worked, but just the other day I tried to use them (apply V4 poses to G8 and G3), and nothing happens.
I have been downloading a lot of 3rd party 'character morphs' lately, and I wonder if one of them have somehow could have messed with Bone Minion?
Can anyone provide help (would hate to have to reload everything into a fresh installation of Daz).
Have you tried running the Apply script? What does the log look like?
I did use the 'apply' script (you use that on the bone minion itself, right?), but to no effect.
Attached is a screen cap after applying the V4 pose to the bone minion. Before the character would then assume the same pose, now it just stays in the 'T Pose'.
Also attached a portion of the Log file (not the whole, ridiculously large thing, just the portion dealing with Bone Minion)
Also, "Thanks!" for the quick reply ^_^
Edit: Just noticed this in the log file, so maybe I just have to reload Bone Minion itself, I'll try that later.
Please put the Viewport in a non-textured mode if you need to show a nude figure.
Oops, sorry about that (corrected above)
Tried re-installing Bone Minion, but still the same results
Hmmm. I just finished a pretty big update to BM (in testing now) and I cannot even find that error any more.
Try a Heavyweight Bone Minion and see if that makes a difference. Also, you could try to select the Bone Minion, go to Parameters Pane, put it in Edit Mode, and Create New Property called "Automatic Pose Transfer". It should be a bool property and be set to On. Then try the Apply script again.
It showed up in DIM yesterday, all 30 files. I hadn't had any issues with it, so was surprised.
Oooh! You love BM!
Most of the bugs were not on stuff that interfered with posing, except using props and partial poses:
2024-06-19 Updated:
Fixed Bone Minion not found error when loading a scene by using the DataItem.getOwner()
Fixed so that Bone Minion works with Partial Poses again
Added ability in Install script to select which scripts get added to Favorites and Toolbar
Fixed bug so that Heavyweight Bone Minions can accept and properly process partial poses
Fixed bug where props were not posed properly
Fixed bug where props did not take into account the size difference between the bone minion and the target
Fixed message for when AutoTransfer property is false
Added MemorizePose function
Added RestorePose function
Fixed bug where AdjustRotations function would do calculations that would rotate to the partial pose as if using WSRot and not LocalRot
Fixed CopyPropTransformations function to use the location DIFFERENCE from the parent bone to the prop. This allows
better adjustment when the Bone Minion is a different size from the Target, such as with G8 and G9
Changed CopyPropsTransformations function to just use CopyPropTransformations instead of DS actions
Changed CopyPropsTransformations function parameters to be the prop lists instead of the bones
Added IsHeavyweightBM function
Added CannotSetToDefaultValue function
Improved IsBoneLocked function to handle Heavyweight Bone Minion bones that cannot accept the DefaultBoneChangeValue
Improved GetBoneRotations function to handle Heavyweight Bone Minions which often have bones (pectorals especially) that don't initialize properly
Modified CopyPoseProp function to detect if Bone Minion is a heavyweight Bone Minion
Fixed bug in Create Heavyweight Bone Minion that did not initialize the bone to detect partial poses
Replaced ALL calls to getSkeleton() with getRootNode. It turns out that if the oNode is NOT a bone or DzSkeleton (i.e., it is only a DzNode), these are not the same! This caused errors sometimes
Yes I do love it. It allows me to not clog up my drives with copies of poses from other generations and it frees me to buy older generation pose sets and not worry about extra work converting them. I had tried that and I fell behind always. Bone Minion is totally worth the price in saving me time and effort. And there are some very nice poses from older generations by great pose artists that I love and I like having them at hand. And vice versa from G9 to the older generations.
Mary
I am so glad you like it. It is the product I was most excited to make (and took the longest).
Sorry for the delay in reply, I'm afraid so called Adulting got in the way ^_^
I'll try what you suggested and see if that works (maybe I'll even download another fresh copy of Bone Minion and see if that also helps).
Great. Good luck!
I bought the G8, G9, & Gen4 minion bundles upon release because RiverSoft Art. But I hadn't had occasion to use them until last week when I wanted to apply some Ironman13 V4 poses to G8.1 (Ironman13 really was the bomb in her day). It was so straightforward, and it worked flawlessly!
I just dropped by to tell you that this whole minion idea is genius! I hope it's made you a ton of money, my friend.
I'll be waiting for a discount on Props minion, but there have been so many times in the past that a prop derailed my creative flow due to wonky pivot points and different generations. Thanks again for your hard work and dedication.
Thank you for the kind words (and continuing support)! I am so glad you like them
Howdy....I am trying to get Bone Minion to convert Genesis 8 animations to Genesis 9 characters.....the Minion does as its told....but the Gen9 character takes the initial pose and stops....
Is it capable of doing animations....or am I effing something up?
Thank you in advance!
Did you follow this?