A custom bone doesn't ahve anything on the base figure to follow, so it doesn't respond. You need to link it manually to the things it should follow or to create a custom morph rather than relying on auto follow.
What's the method here? What am I missing that Strangefate and other vendors seem to have figured out?
Try looking at the formulas they use to control the properties on cuson bones - in the Property Hierarchy pane. Also check the Fit To Mode button (under the Fit to button in Parameters)
I rechecked the Kadis Belt and found the vendor actually defined Rigidity Groups as well as set Transform Bones in Rigidity Group Editor... (screenshot 1) I deleted the rigidity groups, custom bones failed to follow the shape change.
So in general, with Rigidity settings, a body shape change will automatically create Rigging properties on the conformer's custom bones and dynamically set ERC links to the AutoFollow morph generated on the conformer (screenshot 2).
I set it up on the item you made, it worked ! (screenshot 3) @Saint Thanks to your thread, I've learnt new stuff ~ Thank you !
What's the method here? What am I missing that Strangefate and other vendors seem to have figured out?
Try looking at the formulas they use to control the properties on cuson bones - in the Property Hierarchy pane. Also check the Fit To Mode button (under the Fit to button in Parameters)
I rechecked the Kadis Belt and found the vendor actually defined Rigidity Groups as well as set Transform Bones in Rigidity Group Editor... (screenshot 1) I deleted the rigidity groups, custom bones failed to follow the shape change.
So in general, with Rigidity settings, a body shape change will automatically create Rigging properties on the conformer's custom bones and dynamically set ERC links to the AutoFollow morph generated on the conformer (screenshot 2).
I set it up on the item you made, it worked ! (screenshot 3) @Saint Thanks to your thread, I've learnt new stuff ~ Thank you !
DO NOT dial Body Heavy before completing the setup of regidity group.... or you can save the collar as a firgure asset or wearable preset. Delete and reload it to G9. Dial the morph. it'll work.
You can freely tweak the rigidity settings to get different results. To me, a collar of normal size suddenly turns very large on a heavy man doesn't make reasonable sense, so I set Use Transform Bones to Scale as On, you can turn it off to get a larger size as needed.
I PMed you the scene file.
Edit: You also can make the autofollow Body Heavy morph on the collar a corrective morph so as to give it a better shape ~~
Well I made correctives--the file I sent you originally just doesn't include any of that stuff. Still confused as to how it worked on your end and not mine, I'll take a look at your scene file and see if I missed anything.
I'm aware of the process, but I was under the assumption you'd already added them. Nonetheless, I managed to sort it out. Now here's my problem--the collar has to scale with the figure so it fits properly to the shirt, especially the collar area. Now I can make correctives for all the figure shapes I have, if needs be, but on unsupported shapes it's kind of a problem. Exactly what to do I need to do here to tick on scaling for those bones?
Another interesting fact is that this didn't work until I removed all of my correctives from the /data/ folder. Their reverse deformations canceled things out. Assuming that's just the old correctives; I'll try making a new one as a test once I've got the rest of these bones sorted out.
I think you can start it over to practice a solid process since you've already known the method. Save a new version Figure Asset with the correct rigging as well as the rigidity group ~ It should work as expected. Good luck !
Nope ~~ I'm not with my PCs. Well the items I set up in your scene file as well as the preset I sent you work as intented. You can have some more check and experiment.
I wanna thank you again for working with me to resolve this issue. I hope others can benefit from this knowledge as well--I couldn't find a thread about this subject to save my life!
Nope ~~ I'm not with my PCs. Well the items I set up in your scene file as well as the preset I sent you work as intented. You can have some more check and experiment.
DO NOT dial Body Heavy before completing the setup of regidity group.... or you can save the collar as a firgure asset or wearable preset. Delete and reload it to G9. Dial the morph. it'll work.
Zeroing the morph, then Edit>Figure>Shape>Clear Generated Morphs should also reset it.
I wanna thank you again for working with me to resolve this issue. I hope others can benefit from this knowledge as well--I couldn't find a thread about this subject to save my life!
Nope ~~ I'm not with my PCs. Well the items I set up in your scene file as well as the preset I sent you work as intented. You can have some more check and experiment.
DO NOT dial Body Heavy before completing the setup of regidity group.... or you can save the collar as a firgure asset or wearable preset. Delete and reload it to G9. Dial the morph. it'll work.
Zeroing the morph, then Edit>Figure>Shape>Clear Generated Morphs should also reset it.
Yea, I know but I totally forgot about it in the tests lol ~ Thanks!
Comments
A custom bone doesn't ahve anything on the base figure to follow, so it doesn't respond. You need to link it manually to the things it should follow or to create a custom morph rather than relying on auto follow.
What's the method here? What am I missing that Strangefate and other vendors seem to have figured out?
Try looking at the formulas they use to control the properties on cuson bones - in the Property Hierarchy pane. Also check the Fit To Mode button (under the Fit to button in Parameters)
I rechecked the Kadis Belt and found the vendor actually defined Rigidity Groups as well as set Transform Bones in Rigidity Group Editor... (screenshot 1) I deleted the rigidity groups, custom bones failed to follow the shape change.
So in general, with Rigidity settings, a body shape change will automatically create Rigging properties on the conformer's custom bones and dynamically set ERC links to the AutoFollow morph generated on the conformer (screenshot 2).
I set it up on the item you made, it worked ! (screenshot 3) @Saint Thanks to your thread, I've learnt new stuff ~ Thank you !
Alright, what am I looking for exactly?
Am I missing something here?
And yes, before you ask...
DO NOT dial Body Heavy before completing the setup of regidity group.... or you can save the collar as a firgure asset or wearable preset. Delete and reload it to G9. Dial the morph. it'll work.
I didn't--I was showing you the (lack of) results on my end.
It's hard to tell from your screenshot but is the ruffle not scaling at all when you dial up Heavy as an example?
You can freely tweak the rigidity settings to get different results. To me, a collar of normal size suddenly turns very large on a heavy man doesn't make reasonable sense, so I set Use Transform Bones to Scale as On, you can turn it off to get a larger size as needed.
I PMed you the scene file.
Edit: You also can make the autofollow Body Heavy morph on the collar a corrective morph so as to give it a better shape ~~
Well I made correctives--the file I sent you originally just doesn't include any of that stuff. Still confused as to how it worked on your end and not mine, I'll take a look at your scene file and see if I missed anything.
Are you sure you sent the right scene file? No Rigid Weights on either one of these, just empty groups.
Even without linked vertices, it works. I sent you the wearable preset just now ~ Good luck !
I'm aware of the process, but I was under the assumption you'd already added them. Nonetheless, I managed to sort it out. Now here's my problem--the collar has to scale with the figure so it fits properly to the shirt, especially the collar area. Now I can make correctives for all the figure shapes I have, if needs be, but on unsupported shapes it's kind of a problem. Exactly what to do I need to do here to tick on scaling for those bones?
Ah, I figured it out--cleared out the weights, they're unnecessary in this situation.
Edit: Or maybe I haven't.
Yep ~ nice work !
Collar bone follows along now but not the others, any ideas?
Another interesting fact is that this didn't work until I removed all of my correctives from the /data/ folder. Their reverse deformations canceled things out. Assuming that's just the old correctives; I'll try making a new one as a test once I've got the rest of these bones sorted out.
I think you can start it over to practice a solid process since you've already known the method. Save a new version Figure Asset with the correct rigging as well as the rigidity group ~ It should work as expected. Good luck !
So, no ideas?
Nope ~~ I'm not with my PCs. Well the items I set up in your scene file as well as the preset I sent you work as intented. You can have some more check and experiment.
I'm an idiot, I'm only looking at the ends of those bones. The roots are where they need to be, and that's all that matters in this case.
I was right about those correctives--when reapplied with Morph Loader, the armature adjusts accordingly.
So the answer, for anyone wondering, was to add a Rigidity Group, but not Rigidity Weights.
I wanna thank you again for working with me to resolve this issue. I hope others can benefit from this knowledge as well--I couldn't find a thread about this subject to save my life!
Zeroing the morph, then Edit>Figure>Shape>Clear Generated Morphs should also reset it.
No problem !
Yea, I know but I totally forgot about it in the tests lol ~ Thanks!