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

Diffeomorphic: body morph "fist" not working after rig is coverted to rigify

DissendiorDissendior Posts: 129
January 2024 in Blender Discussion

I find the bodymorph which makes the hand a fist very useful as it makes it so much easier - at least I did not find another easy way to make a fist with the rigify rig. But as soon as I turn the daz rig into a rigify rig this morph is not working anymore. Is there something I need to turn on / of in the rigify rig?

Comments

  • PadonePadone Posts: 4,003
    January 2024

    Body morphs are not compatible with IK. With MHX you can choose IK or FK for the hands, and with FK you can import and use body morphs. With rigify you always control the fingers with IK, therefore body morphs don't work.

    That's basically why Thomas made MHX, to be more compatible with the daz features.

  • DissendiorDissendior Posts: 129
    January 2024

    hm, yes... after thinking about this it makes sense that the hand fist is not created with a body morph when you use a rig.

    Apart from being able to use these body morphs for posing... are there any advantages of the MHX? I thought it would be good to use rigify as it is very common within Blender

  • PadonePadone Posts: 4,003
    January 2024

    Here there's some considerations explaining the various options.

    https://bitbucket.org/Diffeomorphic/import_daz/wiki/Setup/Rigging

  • DissendiorDissendior Posts: 129
    January 2024

    It states that MHX is better for re-using poses from daz. I already tried to import Daz poses to a rigify rig created with Diffeomorphic and it worked out quite well... I think it may be depending on the pose... nevertheless good to know... thank you

  • jwcjaygainesjwcjaygaines Posts: 70
    January 2024

    Hi Dissendior! Just a little opinion (which you already touched on in your last reply). I prefer using the MHX rig for the very reason you mentioned. It's nice to be able to import prepared poses so you can quickly set up an animation. Especially if it, ummm, involves two or more people (do with that what you will). Just remember that once you've imported the pose to snap all the FK bones to IK (if you prefer IK, that is) by using the subpanels under the MHX sidebar. Diffeomorphic is such a wonderful tool! It takes a bit to learn, but once you do, the features are amazing! To save space on model files, I also convert all fibermesh hair into particles using the Hair tool. Models that start out at 600K+ in size can be slimmed down to just 20K (or less sometimes) with this feature alone! 

  • DissendiorDissendior Posts: 129
    January 2024

    Thank you for your additions to that topic. First of all you're so right: Diffeomorphis is a fantastic tool. I barely can imagine how much knowledge and experience the developers of this tool must have.

    Actually I struggled a little bit with figures becoming very large in vertices count due to hair. I'll give the hair tool a try... as I prefer male characters I think this is something I need to laugh until now I deleted hair that is not visible but this is very destructive and obviously not the best way to deal with it.

     

  • crosswindcrosswind Posts: 9,548
    January 2024 edited January 2024

    @Dissendior

    In fact, you can always apply a Pose Control dial like "Fist" to whatever a converted Rigify or MHX armature in Blender with Diffeo. Be noted that "Fist" / "Grasp" ...etc. dials are not morphs but Pose Controls. Well Pose Controls can always be Baked to Transforms.

    You may, for instance:
    - Dial "Left Hand Fist" on the figure in DS, Bake to Transforms, then save it as a Pose Preset by selecting Left Hand sub-node only in Pose Preset Save Options dialogue!
    - In Blender, with rigified armature selected, Import Pose, select the Pose Preset of  "Left Hand Fist" from your Daz Library, check "Convert Poses" on the right panel, then click Import Pose...  Done ~

    As an alternative, if you use MHX rig, as default, there're still some MHX compatible "Body Morphs" incl. e.g "FingersFist". You import Body Morphs by selecting "MHX Compatible", then dial it on MHX rig. (ss 2 ~ 3)

    SNAG-2024-1-24-0110.png
    1050 x 700 - 160K
    SNAG-2024-1-24-0112.png
    1121 x 765 - 177K
    SNAG-2024-1-24-0111.png
    2560 x 1400 - 889K
    Post edited by crosswind on January 2024
  • DissendiorDissendior Posts: 129
    January 2024

    wow, thank you... just for clarification: "Convert pose" is just necessary when the pose was created for a character of another Genesis generation or gender, isn't it?

  • crosswindcrosswind Posts: 9,548
    January 2024 edited January 2024

    Dissendior said:

    wow, thank you... just for clarification: "Convert pose" is just necessary when the pose was created for a character of another Genesis generation or gender, isn't it?

    Yes, one of its features. It works for this Fist Pose Control is that it also can convert fingers' poses to the rig. Without checking this option, Fist Pose Preset won't work on a rigified armature.

    Post edited by crosswind on January 2024
  • hardwire666hardwire666 Posts: 74
    January 2024
    MHX is the way to go as previously stated. I also find MHX to be more inline with "industry standards". For example the previously mentioned IK/FK switching. Every good rig should have it.
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