[SOLVED] Custom Bones (Clothing) Question

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  • Richard HaseltineRichard Haseltine Posts: 111,325

    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.

  • SaintSaint Posts: 126

    What's the method here? What am I missing that Strangefate and other vendors seem to have figured out?

  • Richard HaseltineRichard Haseltine Posts: 111,325

    Saint said:

    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)

  • crosswindcrosswind Posts: 10,244
    edited August 24

    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 ! yes

     

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    Post edited by crosswind on
  • SaintSaint Posts: 126

     Alright, what am I looking for exactly?

    Richard Haseltine said:

    Saint said:

    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)

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  • SaintSaint Posts: 126

    Am I missing something here? 

    crosswind said:

    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 ! yes

     

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  • SaintSaint Posts: 126

    And yes, before you ask...

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  • crosswindcrosswind Posts: 10,244

    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.

  • SaintSaint Posts: 126

    I didn't--I was showing you the (lack of) results on my end.

  • SaintSaint Posts: 126

    It's hard to tell from your screenshot but is the ruffle not scaling at all when you dial up Heavy as an example?

  • crosswindcrosswind Posts: 10,244
    edited August 24

    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 ~~

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    Post edited by crosswind on
  • SaintSaint Posts: 126

    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.

  • SaintSaint Posts: 126
    edited August 24

    Are you sure you sent the right scene file? No Rigid Weights on either one of these, just empty groups.

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    Post edited by Saint on
  • crosswindcrosswind Posts: 10,244
    edited August 24

    Saint said:

    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 !

    Post edited by crosswind on
  • SaintSaint Posts: 126

    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?

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  • SaintSaint Posts: 126
    edited August 24

    Ah, I figured it out--cleared out the weights, they're unnecessary in this situation.

    Edit: Or maybe I haven't.

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    Post edited by Saint on
  • crosswindcrosswind Posts: 10,244

    Yep ~ nice work !

  • SaintSaint Posts: 126

    Collar bone follows along now but not the others, any ideas?

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  • SaintSaint Posts: 126
    edited August 24

    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.

    Post edited by Saint on
  • crosswindcrosswind Posts: 10,244

    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 !

  • SaintSaint Posts: 126

    So, no ideas?

  • crosswindcrosswind Posts: 10,244
    edited August 24

    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. 

    Post edited by crosswind on
  • SaintSaint Posts: 126

    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.

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  • SaintSaint Posts: 126

    So the answer, for anyone wondering, was to add a Rigidity Group, but not Rigidity Weights.

  • SaintSaint Posts: 126

    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! 

    crosswind said:

    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. 

  • Richard HaseltineRichard Haseltine Posts: 111,325

    crosswind said:

    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.

  • crosswindcrosswind Posts: 10,244

    Saint said:

    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! 

    crosswind said:

    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. 

    No problem ! smiley 

  • crosswindcrosswind Posts: 10,244
    edited August 25

    Richard Haseltine said:

    crosswind said:

    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!

    Post edited by crosswind on
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