Genesis 2 Male conforming figure

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  • Ah, well that is probably never going to work as a fitted item. You must, as far as I know, use the same rigging on the fitted item as on the base figure.

  • Well crap and that's putting it politely. How do people who make the geo-graft tails and elephant trunks make it work? Surely there is a way to make it work.

  • Yes, you need - for Genesis 2 male - to use TriAx rigging, ideally by using the Transfer Utility and then adding extra bones as required.

  • You keep saying Transfer Utility but I'm still unclear which one that is in Studio. Too bad there's not a parametric version of G2M. Or maybe if I added the bones to Genesis 2 Male and saved as a new figure and used that to AutoFit my antennae figure. Just thinking out loud here.

  • nemesis10nemesis10 Posts: 3,790

    Here is a tutorial on the Transfer Utility (https://youtu.be/7abESLvn0yg)  which is located on the Scene tab > Assets > Transfer Utility

  • Thanks for the input. Still looks like I've got a glorified conforming prop though. Looks like I'll have to add any morphs by hand in order to make this thing useful to anybody. Wonderful.

  • jestmartjestmart Posts: 4,449

    How can it conform to the figure if it doesn't have the same rigging hierarchy as the figure?  Lets all sing along!  The head bone connected to the neck bone, the neck bone connected to the chest bone, the chest bone connected to the abdomen 2 bone, the abdomen 2 bone connected to the the abdomen bone, the abdomen bone connected to the hip bone. 

  • Skirts and dresses that have special handles to move them about still manage to conform and the special handles bones aren't in the main figure....

  • vwranglervwrangler Posts: 4,971

    Thanks for the input. Still looks like I've got a glorified conforming prop though. Looks like I'll have to add any morphs by hand in order to make this thing useful to anybody. Wonderful.

    OK, I'm confused. Do the morphs exist in some version of the item currently?

     

    Skirts and dresses that have special handles to move them about still manage to conform and the special handles bones aren't in the main figure....

    Right, but they descend from a bone that DOES exist in the main figure -- usually the pelvis, sometimes also the thigh or shin, depending on what the vendor chose. For what you need, you'd want to have all of the bones present up to the head bone (which, counterintuitively, should probably include both the hip and the pelvis, because Genesis 3 figures bone structure goes both up and down from the hip and pelvis). You won't need the lower body structure below the pelvis, but you'll probably need everything above it in your conformer.

  • I've tried it where the bones exist for the antennae figure from the Hip all the way to the Head and then my special custom bones are parented to the head. All works well until I autofit to Genesis "2" Male. After I do that, my custom bones disappear. I can go back and add them back in via the "joint editor" but when I test them out (bend, twist, side-side), the custom bones dont move anything. If I move any of Genesis 2 Male (bend head, etc), my custom figure moves with him with no issues. What do I have to do to make the custom bones work? My custom bones DESCEND from the head bone. The custom bones are also named the same as my groups in my antennae mesh.

  • I've tried it where the bones exist for the antennae figure from the Hip all the way to the Head and then my special custom bones are parented to the head. All works well until I autofit to Genesis "2" Male. After I do that, my custom bones disappear. I can go back and add them back in via the "joint editor" but when I test them out (bend, twist, side-side), the custom bones dont move anything. If I move any of Genesis 2 Male (bend head, etc), my custom figure moves with him with no issues. What do I have to do to make the custom bones work? My custom bones DESCEND from the head bone. The custom bones are also named the same as my groups in my antennae mesh.

    How did you do this? It won't work if you set up a skeelton with the right bones manually - you need to erive from the figure that is going to wear the item, usually via the Transfer Utility.

  • As I have stated over and over and over again. I used the Figure Setup Tool to set the bones in place. I then in the Hiearchy pane, moved the bones to their parent bones and the top bone is the head. After all is in place and the XYZ rotation set and the bones parented to their parent, I hit the "apply" button (or whatever it's called). And in the scene I have a figure to play with. Why must I use the Transfer Utility? What the heck does it do other than moves the mesh to fit whatever morph has been dialed in the base figure? As of now, I've managed to get the custom bones back into place. What I need now (I found out thru googling for item definitions) is to be able to add the weight maps to the custom bones. I "wish" that I could import the weight maps from the antennae figure that already works correctly and not have to do it all by hand.

    I don't mean to sound harsh, but I've been dealing with an earache/ear infection for the past 4 days (since last Thursday). So please excuse if I come off a bit agitated.

  • All that i've ever used the Transfer Utility for is take an OBJ and have it be adapted to a morph that is dialed on a specific figure, as in creating a clone for a different figure so that clothing will fit. I am clueless as to how to use it in order to transfer in order to make a figure.

  • Well I finally got it to work. I had to use a combo of Create Donor Figure, Transfer Rigging (Figure Space) and the Transfer Utility (to transfer the weight map from my original Antennae figure) after I re-created the custom bones after AutoFitting it to Genesis 2 Male. So now I have a geo-graft figure and also a conforming figure. I can post a step-by-step if anyone is interested.

    Antennae_AutoFit_Conforming-01.jpg
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  • Well I finally got it to work. I had to use a combo of Create Donor Figure, Transfer Rigging (Figure Space) and the Transfer Utility (to transfer the weight map from my original Antennae figure) after I re-created the custom bones after AutoFitting it to Genesis 2 Male. So now I have a geo-graft figure and also a conforming figure. I can post a step-by-step if anyone is interested.

    Please do!

  • I'll see if I can't work up a tutorial. I'll probably either post it here or on my DeviantArt page.

  • Here is the tutorial as promised. The link is to my DeviantArt page. If for some reason the link or download doesn't work let me know and we can figure out how to get it to whomever wants it.

    http://grfk-dsgn.deviantart.com/art/Creating-Conforming-Figure-with-Custom-Bones-for-655885149

    David

  • Well I only thought I had it figured out. Figure works fine when the main figure Head's Bend and side-side dials are turned. The custom figure's head and other parts move with the main figure's head. BUT when I turn the twist dial of the main figure's head, I get the attached image. What did I mess up? It worked fine during set-up. After I saved the figure and loaded it back into a new scene the twist dial causes havoc. I assume it's the weight map issue, but I have no idea how to work the weight map tool. I've tried entering the same info from the main figure's head onto the custom figure's head and it doesnt seem to have any affect.

    Mesh_not_following_figure-01.jpg
    3042 x 2428 - 1M
  • I managed to figure out what the issue was. Apparently I was missing a bone between the head and the bottom of the 2 antennae stalks. Once I put another bone in and went thru the same procedure as I had one in my tutorial (which I will have to fix eventually, not that anyone's used it to my knowledge). Everything works as it should again (see attached image).

    Mesh_following_problem_fixed-01.jpg
    3030 x 2418 - 1M
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