Adjust Rigging to Shape - Custom Figure issue
GRFK DSGN Unlimited
Posts: 1,118
Question: I have a conforming figure I've created and have run into some issues when I dial in morphs on Genesis 8 Male. The custom figure is following the dialed morph as expected. The custom figure extends out from G8M (eye stalks). When the morph is dialed the body parts near the head work correctly. The body parts that are farther away don't morph as well. They tend to break as if caught between their original position and the new position. Is there a way to fix this? I tried tweaking the weight maps but that didn't seem to have any affect. Suggestions?
I created my figure using the Figure Setup Tool. In that tool I added the bones hip,abdomen (lower and upper), chest (lower and upper), neck (lower and upper). The head and the eyestalk bones were already in the mesh I made. I parented bone to their parent and adjusted the XYZ rotation. I also marked G8M for geo-grafting. I also edited the "Scene identification" so that I wouldn't loose the bones when I "fitted" the figure to G8M. I also extracted a donor figure from G8M and transferred the donor rigging to my custom figure. I also adjusted the weight map on the eyestalk bones near the head so that when I moved them they didn't pull the figure apart. I tried using the Transfer utility to transfer the weight map from G8M to my figure and the only thing it did was delete my custom bones and still had the same issue as indicated above. I also tried the Transfer utility on my OBJ thinking I might just have to add the morph to my figure and it did the same thing as above. Adjusting rigging to shape does this (see attached).

Comments
Morph projection is exactly that. Projection. The issue you are having with your first image is because the morph you are dialing is projected from the basis figure on a nearest vertex/surface basis.
There is no automatic fix for this.
There are two approaches to fixing it. Option one is to manually fix the projected morph. Basically, find the morph on the grafted figure and copy the name to a text file, then hide everything but the grafted figure, make sure Resolution is Base and SubD is 0, and export it. Load the obj file in your 3d modeler and fix the morph so that it is the way you expect it to look, save the file under the name you copied to the text file. Zero the base figure, (not the graft). Select the graft. Then use morph loader to import that file you created under the name you copied to the text file as a morph, changing the sub setting "overwrite existing" to Deltas Only. Once that's done, you save the morph. This, essentially, overrides the morph projection, so that when you dial the morph on the basis figure, the matching morph on the graft activates. This is the most flexible option.
Option 2 is to use rigid weights and groups. This is trickier, but the upside is you only have to do it one time. The downside, is you have less control over the results, and you can't use any form of projection at a later date without first removing the rigid weight/groups. You have to think very carefully about how you set up the rigidity to get decent results.
Neither option is really an automatic option. With Option One, you need to create a corrected morph for each morph that doesn't work the way you expect. For Option Two, you need to understand and set up rigidity. One gives you best control. Two is typically less work over all.
Yeah, option 1 sounds like the most viable option. I'm not really sure how to do option 2. Any ideas why "adjust rigging to shape" is causing the custom figure to fly off like that (3rd image)?
Had you memorised its rigging in the base state (Joint Editor option menu, as I recall)? Adjust Rigging to Shape looks at the memorised positions of the bones relative to the base shape, and adjust them so that they have the same relation to the morphed shape - if the memorised position isn't the correct one then the results will be unexpected.
I don't believe I have done the memorized thing. I know I've used it before on other projects but I don't think I did it on this one. Is that something you have to do to each bone or can you do it for the figure as a whole?
It's for the figure as a whole, once you have the rigging as required (though you can adjust and rememorise if need be).
Well memorizing the rigging helped, but it didn't solve the "Adjust rigging to shape" issue. It still does as before and the figure flies off the head. At least the morphs don't look quite as bad when I dial them up on G8M and Studio adjusts my figure to fit. Currently, I have the body part that touches G8M called "head". I wonder if I should call it something else and then add a separate head bone to the figure if that would solve the flying off issue. I think I ended up doing something similar to custom figure I did for G2M that was for a different issue. Thoughts?
Is it parented to fitted? if it's fitted the head bone should match the base figure's head bone.
It's fitted and parented. The head bone is the same as G8M's. It's just the mesh is different.
I probably should say that it's "smart parented" as Studio likes to call it.
Wild stab in the dark:
Typically, you don't need to adjust rigging for fitted figures, even grafts. The bones they share with the base figure should follow the base figure's rigging.
Obviously, when a fitted figure has bones the base figure does not, rigging adjustment is required, but only for the unique bones. Could it be that you are adjusting all the graft's bones? If so, maybe try it with only the bones the base figure does not have. If there is no "chest" geometry then running adjust riggin on the chest bones might cause some wild results. Of course, it might also do nothing at all, but I'd wager on wild.
That sounds plausible, yes - try excluding the common bones in the Adjust Rigging to Shape dialogue.
Well doing that kept the figure from flying off the head but it didnt change the body parts that are getting warped. Looks like I'll be doing Singular Blue's option #1 after all.
This is what I was going after. Granted the texture is not what I have in mind for the end product, but I wanted to show what was possible.
looks really creepy!
Well he is an alien. Some of those do look creepy...
i like it
I believe I've stumbled upon a potential cause what's been happening in my figure. It involves "correctives" when a morph is dialed in the base figure. Is there a way to disable correctives? And if so, can it be disabled on a case by case basis?
We're all agreed creepy is a GOOD thing, right? I, myself, look forward to this. :)
Update on Uzgarth...