creating a new default position for a rigged item.
Marmalade Boy
Posts: 103
Hi there,
Does anyone know if it’s possible to reset a starting position? I am once again trying this Geo-grafting thing. When I rigged the arms using transfer utility, I rigged them in the same position as the real arms because I didn’t want to rig manually. I then moved it into position where they should be using the Y translate. However, when I fit it to Genesis, the yTranslate jumps back to zero which causes the arms to go back to the position they were rigged in. I tried changing the values in the options panel but that didn’t do anything.
What I am want it to set a new default position for all the joints.
On another note, it is possible to combine joints from 2 different skeletons?
8-18-2013_8-41-02_AM.jpg
1766 x 729 - 174K
Comments
No, the whole point of the Transfer utility is to transfer the rigging from one figure to another - you want to do something else, mimic the local weighting on different joints. It should, at least in principle, be possible to extract the weights from the arms that match the Genesis arms and apply them to a moved copy of the mesh (though you'd need to rework the collars regardless) but I don't think there's a built-in tool to do that. In any event, I don't know your intent but I don't feel comfortable saying the result would be OK to distribute - if you want to do that you really need to do your own rigging (it would, of course, be fine for use in your own work).
Hey Richard,
Thanks for the quick reply. I am try to create an image of a 4 armed character for my own personal use. I have no intention of distributing it. The 4 arm character for genesis is not working t my liking as it does not morph with any figure I dial up. I don't know if you remember my previous post on geo grafting but I refuse to give up on this; now that I have some time, I really want to give it a go.
Ok, lets come at this from a different angle, what's is the point of Donner Figure?
I examined the structure of the four arm character and noticed that the node names are different for the actual arms part, this prevent it from conforming to the Genesis figure. Only the "second" skeletal structure is what is "fitted” to Genesis. Do you know or have any theories on how I would add a secondary skeletal structure to an already rigged figure?
I tried creating a donor figure, renamed the node mane of all the joints in the arm so it won’t conform to Genesis and parenting joints of my own arms to the secondary skeleton (as in the four arm character) but the darn thing would not parent. I believe I am on the right track or what should be the right track but I am not sure. It all works out good in my head but not in the program.
I am going through all this because I don’t’ want to do any manual rigging, I find it cumbersome in Daz.
Richard is the man when it comes to stuff like this, but I'm a little confused about what you're actually doing. It looks to me as if you should be able to use the "fit to" on the one you've got there if the names and translation values of the central core are the same (the hip, pelvis, abdomen, chest). If you have the arm bones properly renamed (to shoulder01 or something) you /should/ be able to select Genesis, ctrl_click the arms in the scene tab, and use edit--rigging--transfer rigging space.
This updates the bones that have the same names as Genesis' bones but does not do anything to your new ones. I've found it invaluable when working with custom body rigs (just finished a huge mermaid set that is in testing now).
I can't help feeling you would do better, if the mapping is OK, to create new morphs as needed for the Four Arms figure - but maybe we covered that in the previous threads (I do remember the discussion, but not the details of what was said).
Hi SickleYield,
Thanks for the tip about the transfer rigging space feature. I did as suggested but there is one little issue, The figure (my arms) move out of place once it has been fitted (fit to) Genesis. Below are the before and after shots, any thought on this weird occurrence?
Looks to me as if you've got one or more bones that aren't in the same translated position as one with the same name. Double-check the positions in the Bone tool-tab of your core bones (hip, pelvis, abdomen, chest) and see that their center, end-point, etc. values are the same as those of Genesis. Writing things down or taking screens is necessary given the list of numbers involved; I keep a saved text list of Genesis' bone positions for this purpose.
Check them all, but the hip and pelvis first. They're the most common culprits.
I thought that might be it as well but it's not. I checked all 3 central joints ( Abdomen 2 chest and neck) in my rig and they all match up. The other joints, their node namess have all been renamed so they are not the issue. Could it possible be because I don't have certain joints in my rig?
Possible. Do you have a pelvis or hip joint, and did you check those?
Nope, I don't have those. I deleted all unused bones.
Might be the issue. I still don't have a good grip on when DS tolerates lack of those bones and when it will not. I /have/ had conformation trouble due to lack of a hip in an item with a pelvis, so it's certainly possible lack of both is causing issues.
If you want to test it you don't have to scrap your rig; you can create the hip with the bone tool, reparent the abdomen to it and then copy the position values.
I will try that and post my results later. BTW...thanks for all your help
About the moving arms ...
How were they made? If as for clothing, to be brought into D/S and have the rig transferred over which I think is what you were starting with ... the 2nd set of arms had to be already in position, from importing in as an .obj.
If one imports in an .obj, moves it to another position, rigs it, it will bounce back to its loading position.
Addict,
That is exactly what I did. I moved it to match up with the Genesis arm so I could rig it with the utility. I then moved it back to where I wanted it once it was rigged. Is there no way to keep the rigged arms and just change the overall position? Create a new default position for the rigged item? That would solve my problem if I could do that.
Actually it's "Patience55" ... addict is like member, just something the software calls us after we've posted too many times in the forums lol ...
I tried a couple of different ways to do this ... is a most stubborn Genesis for sure. Did manage to get one set of arms dropping lower than wanted ... one might have to make the bones from scratch.
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Well, this isn't geografting ... but working with 'morphs' and 'clothing' .... did manage to get the bones on arms: