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

Diffeomorphic: convert to rigify error

rocthered_1819485rocthered_1819485 Posts: 32
August 2022 in Blender Discussion

Hi everyone,

I heard rigify was very powerful and want to test it (I'm not really familiar with rigify). So I used diffeomorphic to transfer a character into blender and clicked convert to rigify button. However, I got some error:

 

Then, if I move the bones, the character does not follow:

 

I tried to search the forum but could not find much useful info about this. Anyone can help? Thanks a lot!

 

Snipaste_2022-08-11_16-47-23.jpg
1010 x 500 - 88K
Snipaste_2022-08-11_16-47-47.jpg
520 x 583 - 45K

Comments

  • PadonePadone Posts: 4,003
    August 2022 edited August 2022

    I know Thomas recently changed mhx, so you need to upadate both diffeomorphic and the mhx addon to the same version. Get the latest ones.

    Post edited by Padone on August 2022
  • rocthered_1819485rocthered_1819485 Posts: 32
    August 2022

    Padone said:

    I know Thomas recently changed mhx, so you need to upadate both diffeomorphic and the mhx addon to the same version. Get the latest ones.

    Uh yes. Thank you! It is version related. Diffeomorphic 1.61 works but not 1.62. However, 1.61 does not seem to have the option of converting geoshell. So guess I need to update the addon.

    You mean the mhx runtime system addon right? Even what I am trying to do is rigify?

  • PadonePadone Posts: 4,003
    August 2022 edited August 2022

    Sorry it's my fault for some reason my mind was reading mhx instead of rigify. No for rigify you don't need to udate the mhx runtime, though it is a good thing to keep the plugins up to date together. I tried to rigify a standard G8F and don't get any issue here.

    blender 3.2.2, diffeomorpthic 1.6.2.1112

    steps:

    1. import G8F, merge rigs, make all bones posable
    2. optimize pose for ik, convert to rigify

     

    edit. I see Thomas just uploaded 1113 with a rigify fix for G3 figures that may be your case.

    Post edited by Padone on August 2022
  • NirguinNirguin Posts: 8
    August 2022

    Hello I have the same error with the following message:

    Python: Traceback (most recent call last):
      File "C:\Users\ME\AppData\Roaming\Blender Foundation\Blender\3.2\scripts\addons\DTB\DtbOperators.py", line 497, in execute
        trf.toRigify(db, self)
      File "C:\Users\ME\AppData\Roaming\Blender Foundation\Blender\3.2\scripts\addons\DTB\ToRigify.py", line 104, in toRigify
        Global.bone_limit_modify()
    TypeError: bone_limit_modify() missing 1 required positional argument: 'bone_limits'

    With a character without any clothes this problem does not happen to me but when I add the clothes it gives me the error

     

  • rocthered_1819485rocthered_1819485 Posts: 32
    August 2022

    Padone said:

    Sorry it's my fault for some reason my mind was reading mhx instead of rigify. No for rigify you don't need to udate the mhx runtime, though it is a good thing to keep the plugins up to date together. I tried to rigify a standard G8F and don't get any issue here.

    blender 3.2.2, diffeomorpthic 1.6.2.1112

    steps:

    1. import G8F, merge rigs, make all bones posable
    2. optimize pose for ik, convert to rigify

     

    edit. I see Thomas just uploaded 1113 with a rigify fix for G3 figures that may be your case.

    After some back and forth, I switched to MHX. It also had this problem if using 1.62. But looks like I can switch to 1.61 to convert the rigging to MHX and then switch back. So it works now.

    I have to say the plug-in is so powerful! Wish Thomas could soon fix the bugs and it will make a whole world difference..

    BTW., I noticed after converting to NHX, posing became lagging (still posable, but not very convenient). Is that mean to be like this? 

     

     

  • rocthered_1819485rocthered_1819485 Posts: 32
    August 2022

    ajucristian81 said:

    Hello I have the same error with the following message:

    Python: Traceback (most recent call last):
      File "C:\Users\ME\AppData\Roaming\Blender Foundation\Blender\3.2\scripts\addons\DTB\DtbOperators.py", line 497, in execute
        trf.toRigify(db, self)
      File "C:\Users\ME\AppData\Roaming\Blender Foundation\Blender\3.2\scripts\addons\DTB\ToRigify.py", line 104, in toRigify
        Global.bone_limit_modify()
    TypeError: bone_limit_modify() missing 1 required positional argument: 'bone_limits'

    With a character without any clothes this problem does not happen to me but when I add the clothes it gives me the error

     

    Did you try some other version? For me 1.61 works but not 1.62. But I can import the figure with 1.62, then switch to 1.61 to convert the rigging to MHX and then switch back to 1.62. It seems to work. Maybe you can try something like that? 

  • PadonePadone Posts: 4,003
    August 2022 edited August 2022

    @ajucristian81 That is the daz bridge, here is diffeomorphic that's a different addon. Get the development version.

    https://diffeomorphic.blogspot.com/p/daz-importer-version-16.html

    @rocthered I don't get any error or lagging here. If you do please describe the exact steps eventually with pictures. You may have to use simplify for heavy scenes but this is general and not related to diffeomorphic.

    Post edited by Padone on August 2022
  • benniewoodellbenniewoodell Posts: 1,999
    August 2022

    rocthered said:

    BTW., I noticed after converting to NHX, posing became lagging (still posable, but not very convenient). Is that mean to be like this? 

    The way I do it, which might not be the most efficient within the tool but I like it because it keeps files separate for me, is I have one version of each character exported from Daz with no clothes, hair, accessories, no sub D, nothing. I animate with that as it's really fast, and then I go into the scene file where I have the character set up with all the clothing, hair, accessories, sub D, what have you. I append the armature from the animation file and just retarget the rig in the action editor. You might have to adjust where the character starts, but otherwise it's as if you animated with the character with all the bells and whistles. 

  • wolf359wolf359 Posts: 3,931
    August 2022 edited August 2022

    I append the armature from the animation file and just retarget the rig in the action editor.

     

    Indeed that is the way to work with animation data in Blender.

    add in the $28 USD animation layers plugin, from blender market, and we are on par with Autodesk Maya IMHO 

    Post edited by wolf359 on August 2022
  • rocthered_1819485rocthered_1819485 Posts: 32
    August 2022

    benniewoodell said:

    rocthered said:

    BTW., I noticed after converting to NHX, posing became lagging (still posable, but not very convenient). Is that mean to be like this? 

    The way I do it, which might not be the most efficient within the tool but I like it because it keeps files separate for me, is I have one version of each character exported from Daz with no clothes, hair, accessories, no sub D, nothing. I animate with that as it's really fast, and then I go into the scene file where I have the character set up with all the clothing, hair, accessories, sub D, what have you. I append the armature from the animation file and just retarget the rig in the action editor. You might have to adjust where the character starts, but otherwise it's as if you animated with the character with all the bells and whistles. 

    Wow thanks for the trick! That sounds promising. I am gonna try that. 

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