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Ah, I saw the moving which I also encountered the similar issue. Pls try ticking Pole Targets when rigging to MHX, which can enable perfect FK/IK snapping.
https://mega.nz/file/iPQASQIA#iT8FTENyNl8gDNalwkJ9riuLA8VT8YSLwd_IgyaeIp4
@James I can't reproduce the issue with snapping, it works fine here. You may need to update since I recall this issue was solved a while ago. The actual MHX version is 1.7.4.0111.
The snapping issue can be easily reproduced with default MHX rig with no Pole Targets activated...
Nope, tried without poles and works fine here.
my steps:
Thanks, that was my key finding as well... but pls try with G9 in Blender 4.0+ if possible.
Here's a quick video - https://mega.nz/file/KaAQFAgA#7f8COWa3s74S2ZlOCTl2qXGoMeY9dZF2KEmfV4mdrWQ
Actually even with G8F/M, there's very subtle change when toggling Snapping or FK/IK, easy to overlook...
@Padone
Here's an example how I recproduce it from the rig > convert > posing > snapping problem
blob:https://giphy.com/e5693e30-8451-44c7-9693-9b0a6aab7059
(Please copy paste the urls including the blob word to see the gif)
I use g9, MHX, no limit, no poles
It seems up to certain point the bones will stop moving after awhile of snapping back and forth.
It could be Padone can't reproduce the problem because there's certain situation, where the snapping wont show any problem.
Nope, G9 works fine here, blender 4.0.2 mhx 1.7.4.0111, or please describe the exact steps to reproduce the issue as simple as possible.
my steps:
update. It seems it's disabling limits with the MHX panel, while disabling in the global settings works fine. Reported to Thomas.
https://bitbucket.org/Diffeomorphic/import_daz/issues/1927/snapping-issues-with-mhx
@Padone
I'm using blender 4.0.2
MHX 1.7.4 (is it different from 1.7.4.0111?)
The add on says the version is 1.7.4.
I downloaded it from the repossitory.
Which I think that should be the most updated commit.
Here's the step by step How I did it.
This time I use the leg.
No need of a keyframe.
blob:https://giphy.com/e5693e30-8451-44c7-9693-9b0a6aab7059
(copy paste it, include the "blob")
https://mega.nz/file/ovNSgDjR#F50aDLJpzrc3dDSFYlaBmi2LcuuK72Gl4gcEsseL2sw
I attached the video in above post of reproducing the issue you have in the same way. The issue really exists there. That was why Thomas added Pole Targets to assure perfect snapping I presume.
Your latest version numbers are correct. But your link shows no GIF or file...
Do you include the blob?
Don't just click it.
Need to be copy pasted.
It's a strange kind of a link, but I dunno, that's how the host provide the link.
The address is stated as invalid if including blob. NP~ anyway I experienced the issue on my side.
@crosswind
OK, I've updated the link.
The video is for Padone to see, the steps I took.
https://mega.nz/file/ovNSgDjR#F50aDLJpzrc3dDSFYlaBmi2LcuuK72Gl4gcEsseL2sw
Got it ~ thanks ! And thanks Padone for having reported the issue !
@Padone
Anw, I tested to disable location and rotaition limits from global settings, but the FK IK snapping problem still persist.
Why sometimes the body mesh could become totally mesh up when I import a pose?
The bones pose correctly, but not the body mesh.
https://prnt.sc/9k4dnfrZa7FP
I loaded a scene where there are 2 figures standing in the center of a room in neutral A pose.
One figure always bending like that, everytime applied a pose, the other is not.
It looks like the mesh is not normalized, easy import does it by default. For example if you enter edit mode and move the mesh away from the armature then you get those "rubber" effects because the pivots are misplaced.
update. I tried to easy import multiple G8 G9 figures together and it works fine here. However, importing each figure alone is recommended, especially for complex figures.
Hemm, I did use easy import.
Why it still behaves like that?
Currently I have to easy import one by one, to prevent that. Each character, and then the scene.
Base figure ? or custom figure ?
both custom figure.
Rigging of both custom figures have been adjusted to shape in DS?
It's a DAZ store figures.
I supposed it's adjusted.