G8 Bones not by default rigged to shape exactly?

mmdestinymmdestiny Posts: 194

I'm packaging some morphs and I realized something.  If you have just a default G8 figure, no morphs, poses, bone moves, nothing adjusted, and Edit>Adjust Rigging to Shape, every single bone will move slightly.
Why is this?  It makes doing an ERC freeze on small targeted morphs a little ridiculous because every single bone will be at a new value, so you'd need to deselect almost everything that ERC Freeze detects.

Post edited by mmdestiny on

Comments

  • Richard HaseltineRichard Haseltine Posts: 108,060

    Did you try zeroing the figure first?

  • mmdestinymmdestiny Posts: 194
    edited July 8

    Richard Haseltine said:

    Did you try zeroing the figure first?

    Like I said, default figure no morphs, poses, or bone PSRs.

    Does the same thing with the dev-load G8, M and F. We're talking 0.00x adjustments when the command is run, barely perceptible, but it blows up the ERC freeze change-detection to be virtually everything.

    Post edited by mmdestiny on
  • mmdestinymmdestiny Posts: 194
    edited July 8

    Here's a screengrab recording.  Dev-load G8F straight outta the box.  Edit>Adjust Rigging to shape, I undo-redo a few times so it's easy to see the before after, then pick a random PSR to bring up the ERC freeze dialog to show everything is marked as changed.

    https://imgur.com/a/OtK60lk

    Post edited by mmdestiny on
  • Richard HaseltineRichard Haseltine Posts: 108,060

    Curious, I don't know why that is happening

  • crosswindcrosswind Posts: 9,561

    Same issue here... which was found long time ago. I thought the original rigging , especially of some joints on the head, were not fully correct ~~

    You can find the same issue on G9 as well.

  • BejaymacBejaymac Posts: 1,942
    edited July 10

    The original rig was probably created manually and then fine tuned to suit the default mesh shape, where as "adjust rigging to shape" uses the mesh groups to "roughly adjust" the bones to suit those.

    Post edited by Bejaymac on
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