Hey! What happened to Rigidity Groups?

ghastlycomicghastlycomic Posts: 2,531
edited July 2014 in New Users

I had thought that eye movement was done with morphs but that doesn't seem to be the case since morphing the eyes rotation doesn't actually rotate them. So how is eye movement accomplished in the head poses?

Post edited by ghastlycomic on

Comments

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    I think I might have found a thread on the subject.

    http://www.daz3d.com/forums/discussion/19909/

    And while we're talking about poses. Is it possible to create a custom Power Pose panel if you have a figure that has a lot more bones than just the basic Genesis figure?

  • Lissa_xyzLissa_xyz Posts: 6,116
    edited July 2014

    It's just a control dial linked to the eyes' standard side-side general transform (which are actually just renamed rotation dials with limits enabled).
    Click on an eye, then open up the parameters pane for side-side and check the controllers tab. You'll see the dials in there.

    Post edited by Lissa_xyz on
  • ghastlycomicghastlycomic Posts: 2,531
    edited July 2014

    Wowee Wow! WOW! That might literally have been the EASIEST thing I have ever created in Daz. Now I know how all those hand controls are made. This is great! I'll be able to make controls for all the extra bits on this new figure. I'll be able to control the ears and everything!!!

    If only everything was so easy.

    Thanks Sickle Yeild!!!!

    Controllers.jpg
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    Post edited by ghastlycomic on
  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    All I see is the option to create a Rigidity Follow Node, not a regular rigidity group.

    What happened to rigidity groups? Have they phased it out for something else?

    rigidity_node.jpg
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  • ben98120000ben98120000 Posts: 469
    edited December 1969

    From change log:

    "Moved Rigidity Group selection/assignment/interaction in Geometry Editor to the vertex context; Rigidity Groups has always been vertex based, but were presented in a polygon context because vertex [and edge] tools were not available"

    Set selection type to vertex selection and than you have rigidity group in geometry assignment menu.

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    Whew! That's a relief. I didn't know what I was going to do without my rigidity maps.

  • BlackFeather1973BlackFeather1973 Posts: 739
    edited December 1969


    And while we're talking about poses. Is it possible to create a custom Power Pose panel if you have a figure that has a lot more bones than just the basic Genesis figure?

    Yes, custom PowerPose panels can be made. Behavior can be wonky in some cases though.
    I wrote a tutorial quite a while ago : http://www.sharecg.com/v/67300/view/3/PDF-Tutorial/Creating-PowerPose-templates-for-Daz-Studio

    There's also a thread here on PowerPose, wich actually was the birthplace of the tutorial and a few custom templates : http://www.daz3d.com/forums/discussion/9650/

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