Figure prop, rigging anomaly while posing bone rotations

EC3DEC3D Posts: 131

Hi, so I'm running into a nagging anomaly when weight painting and rigging some basic movement and intentional distortion on my original figure prop. The issue is that when I pose rotations on the bones I've weight painted, the geometry goes haywire until I stop moving the slider, then it smooths out to whatever the result of my currently painted weights are. Now the result after letting go of the slider is fine, but even if this doesn't mean I'm headed for other problems ( which I think it does)  you can imagine buying something from the store and having it blow up like bad dforce every time you pose it, that wouldn't be acceptable.

Here are a couple things to know about what I've already covered:

  • Model is clean, even SubD geometry.
  • Model was imported at zero worldspace, then posed into place on g8m, exported from daz and reimported using (update base geometry) to adjust the origin.
  • Next, I ran the transfer utility to pick up G8m skeleton, and on the prop deleted all but the single shoulder-twist bone, which the prop is intended to follow rigidly.
  • Then I created child bones along my prop as I wanted them and painted weights until I was satisfied with the way it deformed
  • General weight map is filled 100 percent on the parent bone, and rotation weight maps are painted on the child bones for deformation.

 

Any ideas where I am going wrong? I'm afraid when everything is done there is going to be some issue with the overall process that will cause me to re-do everything.

Thanks!

Post edited by EC3D on

Comments

  • Richard HaseltineRichard Haseltine Posts: 108,056

    You might want tio check the During Manipulation settings in the Draw Settings pane for the tool you are using.

  • EC3DEC3D Posts: 131

    Thanks Richard for the quick reply. I'll give it a peek.

  • EC3DEC3D Posts: 131

    That was it! Manipulation binding setting was on "optimized" rather than "full." Glad it was something simple, thanks again.

  • EC3DEC3D Posts: 131
    edited July 2019

    So the problem has resurfaced yet again when trying to make a MCM for the prop. There has to be something else going on here.

    • I use GoZ to load up the prop in the posed (bone rotation) position, make my morph, and GoZ back to Daz.
    • I then zero the bone rotation, and apply the morph.

    When applying the morph the geometry distorts severely as though it were trying to return to a different location and scale possibly. I've taken both elements of the prop I am attempting to do this to back into blender, applied rotation and scale, set origin to geometry, and imported them back as a full geometry update. This didn't fix or make the problem worse at all, so It can't be that.

    Any ideas?

    Screenshot:

    https://gyazo.com/db04d9dba8990d86cbe2141064c12afe

    Post edited by EC3D on
  • Richard HaseltineRichard Haseltine Posts: 108,056

    I'm not following what you are doing here, but one thing to check is that you are using Reverse Deformations to subtract the effect of the pose from the morph, leaving just the correction.

  • EC3DEC3D Posts: 131

    I do have reverse deformations ticked when I import the morph, if that is what you mean, and the pose is zeroed when I import.

  • Richard HaseltineRichard Haseltine Posts: 108,056

    In order for reverse deformation to work the pose/shape still needs to be the same as it was when the OBJwas exported/the mesh was sent over the bridge - that's how DS figures out what it is meant to reverse out.

  • EC3DEC3D Posts: 131
    edited July 2019

    The issue SEEMS to have been with GoZ. I created this prop in Zbrush at a larger scale, and it seems that despite having downscaled it and fixing rot/scale in blender, then bringing it into Daz, when I used GoZ Zbrush pulled the prop from its cache file or something and was exporting it with the wrong scale data, even though visually everything looked fine. When I exported the morphs to OBJ and imported them into blender to check, I didn't realize at first that my blender scale was correct already (which means 1% to daz) and Zbrush was trying to export a 1:1 ratio of something that wasnt 1:1.

    @ Above post - Yes it makes sense now that I know the base geo had changed in the transfer somewhere. Probably in Blender during some edit.

     

    Post edited by EC3D on
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