Make parameter dependent on another parameter

I have a newbie question for an issue im facing. The scenario is as follows: Genesis 3 has some hoop earrings on that I want to rotate depending on her head angle. So for example, if she tilts her had to the left, both earrings rotate left at the proper angle (which the max that should be is -20 for the left earring and +20 for the right earring). My question is simply, how can I make the earrings rotation parameter contingent depending on her head (bend or side to side) parameter?

 

Thank you.

Comments

  • You're not the only one who wants to know.

  • JackFosterJackFoster Posts: 143

    It is possible with the Property Hierarchy pane, but unless you plan on saving the earrings along with Genesis 3, you'll have to do it every time you load them. The only way you can save cross-figure ERC is if they're saved together in the same scene or scene-subset.

  • hphoenixhphoenix Posts: 1,335

    What you are asking for (in general) is physics.  You want the earrings to hang based on gravity, not be 'parented' to the head.  Having them tilt based on the neck is a quick work-around, but falls apart when the figure isn't standing normally.

    Earrings (and other jewelry/accessories) are usually either fit-to or parented to the figure.  Cross-figure ERC doesn't work except for multiple objects saved in the same scene or subset (see JackFosters comment above.)  Larger earrings that would show the 'dangling' behavior the most would also have pass-through issues if the figure's neck bends past a certain point.

     

    This is really a job for basic physics simulation.  Simple rigid body physics, with a ball-joint constraint.  Too bad we don't have that in DAZ Studio......

     

  • chorsechorse Posts: 163
    edited August 2016

    DS has not developed any new animation tools for quit a while.  It has mainly concentrated on 2D rendering.

    You could possible rig the character with a new bone attached to the ear, and parent the earring to the bone.  You could then create the dependency and constraint to the bone, which may give you the perception of physics that you are looking for. 

    Post edited by chorse on
  • j cadej cade Posts: 2,310

    It is possible with the Property Hierarchy pane, but unless you plan on saving the earrings along with Genesis 3, you'll have to do it every time you load them. The only way you can save cross-figure ERC is if they're saved together in the same scene or scene-subset.

    you could save them in relation to the neck/head bones in on the earring (or whatever clothing) figure itself. I've done that before. That way its all self contained.

  • j cadej cade Posts: 2,310

    Alright, so by fortuitous coincidence I had made a pretty basic pair of earrings just the other day for a render. So I decided to see If I could jigger up a quick PoC. The earrings were already set up pretty much ideally for this. Each on their own child bone off the ears.

    Its not perfect in every possible pose (I haven't figured out a good way to take the y rotation into account) but in the render below there was no manual posing of the earrings whatsoever

     

    To Set it up, I turned on Edit mode in the property tab and with the property hierarchy tab on the other side matched up the bend and side-side sliders (x and z axes) with the bend and side to side sliders of the hip, abdomens, chests, necks and head, and set the scalar to -1 for all of them (you can select them all and right click to set the scalar for multiple properties, I figured that out about a quarter of the way through. Made things go way faster. I also selected the hip, abdomen, necks etc all together and dragged all of the bends over to the hierarchy tab at once)

     

    Also I'm sorry that the above paragraph is probably pretty unintelligible if you're unfamiliar with using the property hierarchy tab, and probably pretty garbled even if you are. Are there any good tutorials out there on it? Its really super useful. And honestly surprisingly easy to get the hang of. I mean, its 90% drag and drop when you get down to it. I set up the earrings in less time than it took to type this up

     

     

    r.png
    800 x 1040 - 953K
  • MythmakerMythmaker Posts: 606
    edited August 2016
    hphoenix said:

    What you are asking for (in general) is physics.  You want the earrings to hang based on gravity, not be 'parented' to the head.  Having them tilt based on the neck is a quick work-around, but falls apart when the figure isn't standing normally.I hav

    This is really a job for basic physics simulation.  Simple rigid body physics, with a ball-joint constraint.  Too bad we don't have that in DAZ Studio......

    Sad...

    Carrara, Poser, iClone, old and new generation tools have rigid body physics and bjc. Blender, of course.

    Will people jump at every pretty dangly things if they knew some of them aren't rigged properly, or that Daz Studio simply doesn't do dangly attachment because Genesis 1/2/3 really are anti-gravity moon walk species.

    Meanwhile any DS users who change their actor's poses frequently (like, almost everybody) should avoid dangly earrings, nose rings, necklaces, chains, rigid belts. Those coming from dynamic live environment like the tools mentioned above, expect to swim in the mud of manual edit.

    If you're skilled and resourceful, you may find your way to an unofficial dynamic clothing control "utility", which will give some of your custom accessories 90% usable semi-rigidity. MCasual has a Bullet engine script that works but I haven't tried it with high density meshes.

    Activating native physics will solve 90% of Daz Studio users struggles and frustrations with clothing, hair, accessories.

    Dynamic hair with weight presets, Physics-enabled props and accessories sell very well in iClone store. Just saying...

     

    Post edited by Mythmaker on
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