Bones and Autofit
dan.shive
Posts: 0
Is there a way for more complex rigging to survive autofitting? I mostly ask because of hair.
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dan.shive
Posts: 0
Is there a way for more complex rigging to survive autofitting? I mostly ask because of hair.
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Is there a particular hair you are refering to?
Does the hair have body handles?
Is the hair rigged for Genesis or an earlier generation?
This applies to any hair not rigged for Genesis that has additional bones such as for pony tails. It applies to anything one could attempt to transfer to a character with bones that go beyond Genesis's basic structure. For example, if you attempt to transfer something that would normally be geografted, it will technically work, and all the morphs will be there, but any rigging that isn't hip, abdomen, etc. will be gone.
EDIT: Heck, I guess it applies to hair rigged for Genesis, too. You wouldn't use autofit to put Genesis hair on Genesis, but I believe the results would be the same if you did for some reason.
The Autofit process projects weight mapping from the source (usually a template) onto the target. By very definition you are changing the rigging of the target and replacing it with something similar to the source. So the answer is no, autofitting replaces existing rigging with new rigging. The old rigging does not transfer over. Recent updates to autofit preserve the morphs in a figure. I think the updates were introduced in Studio 4.6. Previous to that even morphs were killed by autofit.
*Edit* I forgot to add, hair can sometimes work better if you don't autofit it. If you have a legacy hair with good rigging or handles that you don't want to lose don't autofit it to genesis. Instead scale the hair in X,Y,Z until you get it to fit your figure convincingly. Then parent the hair to the head of Genesis. You can use the rigging in the hair to still pose the ponytails, but when you pose Genesis the hair will move with the head. It requires a bit more work, but at least you don't lose your handles.
It can be done, but not via autofit (and, as jared says, sometimes just parenting works better).
Load the hair.
Go to scene tab and select it.
Click on the button in the upper right corner of the scene tab and choose edit--rigging and either Convert Figure to Weight Mapping or Convert Prop to Figure. Either way, choose TriAx.
Now the hair still has its morphs and bones, but they're weight-mapped, as Genesis is. Fit it to Genesis. The head will pop into an odd position because you need to fix the position of the head (possibly also the neck). Select the bone tool and a tools tab and change the settings to this:
Center Point:
0
161.84
-2.28
End Point:
0
179.57
-2.34
Orientation:
1.45
0
0
Now it should work fine with Genesis and without distortion. The point when this will not work is when a hair is rigged to the abdomen, because Genesis has the abdomen 2 bone and Gen 4 did not.
@SickleYield
That worked, although I had to adjust the center point. I usually would just parent the hair instead of auto-fitting. But I find this method easier due to how the bones react
Cool I never knew how to adjust bones.
SickleYield, will such hair follow the head shape? Say, will it follow troll head like most of Genesis hair does?
If it is conformed to Genesis, yes, it should pick up the morph shapes. I haven't tried it with the very extreme ones yet, though.
If it is conformed to Genesis, yes, it should pick up the morph shapes. I haven't tried it with the very extreme ones yet, though.
Sounds like a something to experiment upon. Thank you very much :)
Gonna have to try that later. Thanks for the answers and additional things to try! :)