How do I repair the rigging on fingers that are morphed out of alignment?

in The Commons
I swear im just going to have to bookmark every post that has any info thats even slightly useful.
Sorry, I know that there was a post about this not too long ago but my search results have come up empty. Ive got a g2f morph that is causing the fingers to bend strangely. I know I need to re-align the bones somehow but I cant remember how to do that.
Thanks.
Comments
With the joint editor tool selected, right click in the window and click "Adjust rigging to shape".
Then ERC-Freeze the rigging to the new shape
...and bookmarked!
Thanks RawArt.
Bookmarked too. Thanks RawArt.
One question: What causes bone fingers to misalign? Too many moprhs?
Something is wrong; the problem isn't the bones but what was (or maybe not) done.
As RawArt said, Adjusting the Rig and ERC Freezing should solve the issue.
But bear in mind, and why Daz never fixes this I never know, you'll have to use the joint editor to fix the thumbs. Daz reverses the positive and the negative with the thumb joints. Just load a blank figure and use the parameters from the joint editor for the three thumb bones.
Rig to shape always messes up the thumbs.
Are we supposed to do this everytime we morph a character?
I've never seen that issue, myself. Can you describe it more clearly?
It depends what you mean by "morph a character".
If you mean "create a custom morph" then yes, rigging may need to be adjusted, especially if the morphed shape is very different from the default shape. You would do it once and then resave the morph with the adjustments, not every time you use the morph.
If you mean "create a character by combining existing morphs" then usually it's not needed as rigging adjustments should already be included in the morphs you used.
By morph i meant use morphs from the Daz store.
Using DAZ Store bought morphs is no insurance against this, especially if the character is changed significantly by the morphs.
k well now im getting mixed messages
I was a DAZ noob 2 month ago, I think I went thorough exactly what OP went tho,
Morph and rigging are 2 different things, from your 1st post, sound like it's a rigging problem you had on your gen2 figure since his/her bones are rigged out their default limits, like the second poster said, you can right click on the posing tool editor to restore it and there's an easier way(for me at least) select the part of the body you wish to restore shape -> find this little figuer icon as shown in pic below - > select "restore selected item(s) pose", that will restore your selected body part to 0 or you can just restore all pose to zero T pose
Here are couple possiblites on why it happened
1. you used custom pose you purchased from Daz, many of them removed the default rigging limit on certain body part to achieve exaggerated results, and once you applied them, those body parts are without end limits so it's very easy to overextended them if you wish to customize those poses further. Even you restored your pose, you might still run into this issue if you don't restore bone's default limit to their native stats.
2. You removed the default limit yourself, but I think it's unlikely the case.
Always beware to apply pose from different gen figuers or figuers with huge body size disparity. such as, using men's pose to women, 7 feet character to a 5.5, a muscled figuered to a skinny one etc. it's always a good parctice to keep a pose to a certain gender and body type.
When someone says they haven't seen or experienced something, that is no proof against it happening, it just means the one writing the message hasn't seen it...
Basically, the message is "if you see a problem when posing then try adjusting the rigging".
Individually each morph sold by Daz should include needed rigging adjustments for that morph used at 100%, but when using a morph at partial strength or combining multiple morphs for example you can sometimes end up with a shape which requires further adjustments.
I have seen it happen when a morph scales some of the bones unevenly, for example the ones attached to the torso have been scaled only in Y-direction to make the torso longer or shorter.
Ideally, yes.
for very tiny adjustments it may not be required. It is essential when changing the hight or width of a character (or depth). It your morph moves the face parts, or where the feet and hands are in particular, then yes, the rig needs to know.
I don't like changing the height; I'd rather make small adjustments with the scale option, for the character as a whole.
EDIT
When you've done a morph, apply a couple of poses to test. Some basic ones that just change the standing pose, but also apply a sitting and lieing pose. then find the hands and feet and have a close look.
If nothing is wrong then ERC/adjust are probably not required, but if you see something wrong then you'll need to apply.
I would also recommend adjusting and freezing the head/face and body separately. I found it more reliable, although as I always do it that way now - maybe there was a bug and it's fine to do all at once now?
I find with hands I'll usually move them for altered poses, from base poses used from the menu. to avoid having sliders all over the place I'll select the hand expand the choice and zero all the finger joints it may take some time but then i can use all the sliders without having fingers with varying settings not purposely so.