SY's chains rotate/translate from a center link...
RenderPretender
Posts: 1,041
Please see subject line. Is there a way to rotate SickleYield's chains (part of her Shackled sets) from an end link instead, say, the attachment poing to a cuff or manacle? It's really a challenge to accurately reposition the chains after pose changes by having to rotate or translate from the center, especially for longer chains. Advice welcome! And thank you!
Comments
Could you use a chain that's twice as long as you need, and then set visibility to "off" for one half of the links? Then you'll be left with a chain that (effectively) poses from one end.
Have you tried using the Active Pose Tool? Grab the link you want to move and drag it in the viewport. You might need to change the perspective to get the direction of movement you want. It also gives a semi-realistic draping effect, or at least some chain movement, instead of a rigid line. Kind of tricky, and some individual links might need some tweaking.
Thank you! Yes, I tried that, but had issues with textures not matching to my satisfaction because of the differing geometry and texture images.
Thanks. I tried that, but in the end I'm having to surrender to the inconvenience of the original chain props. The way that SY does chains/ropes are really the only main drawback to her sets. I much prefer chain/rope props that rotate/translate from an end bone.
I have been fighting with similar chain posing issues for days now. I tried the "use chain 2x as long" and manually hid half the links. But it was still having to manually postion just about every link in the end.
Now I own most of the rigged chains from here and the two "Render*" stores and it's still a pain no matter which one I use, although some have different amounts of posing sliders and some are rigged starting at one end straight through to the other..
The real issue for me is that I need to have both ends showing in fixed positions in the scene, and it is not possible in Daz Studio to have both ends of chain parented to different objects. So parent one end and tediously manipulate links all the way until get to the other anchor point. Active pose is of some little use once you get the chain close enough to the end point.
I have a plugin for DAZ3D that may meet your requirements for double ended parenting. I put it together many years ago. Unfortunately it is only a "proof of concept" at the moment, as I have never had the time to spend on it. It works for me, however I have not yet written the instruction manual or systematically tested it. Note: it is not IK/FK or a LimbStick equivalent. It is a simple rope bridge(catenary) auto-pose tool. It has no inertia calculation or collision detection. Suitable for pose sequences, less so for realistic animation.
I have often thought about getting a second opinion about its basic functionality and value.