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Daz 3D Forums > 3rd Party Software > Blender Discussion

[Diffeo] JCM not working again...

acdum1857acdum1857 Posts: 105
September 2021 edited September 2021 in Blender Discussion

I have been importing figures through Diffeomorphic following the process below:


1. Export HD To Blender
2. Merge Rigs
3. Remove the base collection through 'Unlink', leaving only the HD collection
4. Import Standard Morphs
5. Make All Bones Posable


Problem 1.
I thought so far that all JCM values ​​are automatically controlled according to the bone's transform.
Then today I found out that the JCM on the neck was not working.
There may be more that don't work.
Why is this happening even though I have imported all the morphs?


Problem 2.
This time, I tried to control the neck through the body morph ('Neck-Head Bend').
The mesh shape was the same as in Daz, but unlike Daz, the rotation value of the bones did not change.
Is this normal in Diffeo, or should the value be changed?


Image 1, 2 : Problem 1
Image 3 : Problem 2

1.jpg
2353 x 1440 - 1M
2.jpg
1980 x 839 - 658K
3.jpg
2560 x 882 - 796K
Post edited by acdum1857 on September 2021

Comments

  • PadonePadone Posts: 2,955
    September 2021

    HD jcms can't be imported, so there may be some difference with a HD figure

  • acdum1857acdum1857 Posts: 105
    September 2021 edited September 2021

    Thank you for answer.
    I tested it again with the Genesis 8 base figure(Sub 1) and Export To Blender(Not HD).
    Still, the neck JCM did not work.

    Post edited by acdum1857 on September 2021
  • Krys KryngleKrys Kryngle Posts: 273
    September 2021

    When we import the 'body morphs' and the morph panel is created, the jcms are driven by that panel and we can no longer pose those bones.  Only after we select 'make all bones poseable' can we pose the body bones again.  The newly poseable body bones look like they are purple in the shapekey panel meaning they should be driving the JCM's, but they don't for some reason.  If we bend the neck with the body morph panel, we get the expected JCM shapekey reaction, but if we pose the neck bone the JCM shapekey is not activated.  I'm not sure if that is expected behavior or not.  Thomas might have to weigh in on this one.

  • acdum1857acdum1857 Posts: 105
    September 2021 edited September 2021

    Krys Kryngle

    Oh, I thought there was something wrong with my import process, but it wasn't. I'm glad.
    As you said, I bent my neck with a bodymorph panel and the shape keys are working.
    But I prefer to control each bone directly rather than IK, so I hope JCM works correctly(automatically).
    Until this is fixed, I'll have to manually control the JCM shape keys, or create bone-shape key drivers.
    Still, the figure has all the shape keys, so I'm just grateful that I can control it manually.

    Post edited by acdum1857 on September 2021
  • ThomasLarssonThomasLarsson Posts: 77
    September 2021

    There was a bug with the neck morphs. They are the only JCMs driven by two bones, NeckUpper and NeckLower, and the NeckUpper driver disappeared. This should be fixed in the last commit. In principle the problem would resurface if you have a morphs that are driven by three or more bone rotations, but I don't think that happens in practice.

  • acdum1857acdum1857 Posts: 105
    September 2021 edited September 2021

    ThomasLarsson

    Wow, Thomas, developer of Diffeo, I'm really surprised you answered!
    I'm your big fan and I always wanted to say really appreciate you for making Diffeo.

    So, you mean, only NeckUpper and NeckLower have problems with JCM working?
    I was just going to try bending all the bones, including the facial bones, in Blender and find where the JCM was not working. (Comparing to Daz)
    If the problem is only with the neck, luckily, I guess I won't have to do this.

     

    Post edited by acdum1857 on September 2021
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