How do you link Boots / gloves bones with feet / fingers bones?
in The Commons
I have an gen 8 model and some gen 3 clothing. I followed the steps to properly parent and fit the gen 3 clothes to the model, but the hands and feet of the clothes dont animate with teh hands and feet of the model.
So when the model makes a fist, the gloves move with the wrist, but the fingers stay staic, so the models fingers clip through the gloves. Same things when the model walks, the boots stay static and the feet clip through.
Is there a way I can link the glove bones to the bones of the hands?

Comments
What did properly parenting and fitting amount to? You can't use the edit Scene ID trick with items that have mutliple bones that must follow the base figure, you have to rerig the mdoel - most simply by using AutoFit on the unmodified Geensis 3 clothing.
Have you tried just having G8 selected when you load the G3 gloves and chosing G3 in the drop down in the box that pops up? It's rarely 100% perfect but quite often good enough.
Yes I have tried just fitting it, but the gloves float off the arms at a wird angle, the boots don't do anything, and neither the boots not the fingerrs on teh gloves link up with the feet or fingers in the hands. When posed they jut stay static.
Hence why I am looking for a way to link the rotations of the hand/feet bones to the hand/feet bones of the gloves and boots
Which version of DS is this? That looks as if it may be an older version that doesn't support pose data in AutoFit, so the A-pose isn't being adjusted for.
Daz Studio 4.1
I figured out hot to get the gloves and boots to fit First I have to edit the Scene Identification of the gloves to fit to Gen 8 Female, then fit them to the character. But again the fingers of the gloves are not linked to the fingers of the figure.
What do I need to do to link the rotations of the figure finger bones to the rotations of the glove finger bones?
You are mixing up two different routes to fit old clothing to G8F. Either do this:
-Fit to, select G3F as the source figure and "gloves" or "full body" as the clothing type. DO NOT edit scene ID info on gloves first.
Or this:
-Pose G8F like G3F. Load gloves without fitting to. Edit scene ID info on gloves. Select G8F, then gloves, then the transfer rigging option (it's part of the same menu where you found scene ID, but under rigging). NOW fit to.
The hovering gloves sounds like you are trying to use the second method without posing her to match G3F first.
I assume you mean 4.10.x.x, in which case my suggestion wouldn't be the issue.
Ok
I fixed the floating gloves, they are fitted, but the real problem still remains
How do I link the bones of the figures fingers to the bones of the gloves?
I can put hte figure into a pose and the gloves move with the hands and everyhitng, but the fingers just stay static, they do not mimic the fingers of the figure.
Are the gloves rigged? Do they have finger bones?
Do the fingers line up withe the fingers of the human? If not they wom't have rreceived the rigging - AutoFit is not that sophisticated. How much needs to match the human rigging to make them useful?
Going off the image posted, it looks like the gloves are 10 times the size of the hands which could have something to do with the issue.
Try a quick test on G3 as well to see if the hand and finger poses work the gloves. I think that item might have poses on the GLOVES not the figure.
Yes the gloves have bones and 1 simple pose slider, which makes a fist.
No they do not line up, hence the issue.
All I want to do, is link the rotations of the bones on the fingers of the figure, to the rotations of the bones on the gloves, even if I have to link each bone rotation individualy.
At the end of the day this is what I would like to see happen.
If the "Index finger 1" bone rotates 30 degrees on the X axis, the linked rotation on the gloves "Index Finger 1" bone will also rotate 30 degrees on the X axis.
Is there a way to do that? And if so , how?
Considering the size of the gloves, I'd just hide the figures finger bones and use the glove fingers for poses.
That is what I have been trying to do this whole thread. How do you link the rotations of the figures poses to the bones of the gloves?
That is what I have been trying to do this whole thread. How do you link the rotations of the figures poses to the bones of the gloves?
You don't. You select the gloves in the scene tab and then select the finger bones of the gloves and pose them as you want. Ignore the human figure's finger bones. Considering how large the gloves are the human figures's hands are probably buried inside the gloves and have no bearing on how the glove's fingers move.
You are saying there is no way to make 2 bones from 2 seperate objects rotate at the same time?
This shouldn't be this difficult, all I want is 1 bone to mimic the same rotations of another bone.
Sure that's possible, but only if the second object/figure lines up with the first object/figure. For something so drastically differently sized, they likely won't. It's a limitation of the program.
Maybe I need more pictures to explain this
I moved the glove off the hand so you can see the figures hand and the glove at the same time. Normally the figures hand is hidden.
Before
After
Both the figures thumb and the glove thumb moved together when I have them both selected. and play with the slider
Now lets try a pose
As you can see the fingers of the figure are curved up, but the fingers of the glove have not moved. The glove moved positions just fine but the finger bones are not linked to the finger bones of the figure
All I want to do, is link the rotations of the finger bones of the figure to the finger bones of the gloves.
yes, that's ERC (linking one proeprty to another as a controller). The prblem is that AutoFit is going to remove the original bones from the gloves. I suspect you will need to load two copies of the gloves, hide one hand of each, parent each glove to a hand -that gives a base set-up. The enxt bit is more tiresome, and may need soem tweaking, but open the Window>Panes(Tabs)>Property Hierarchy and finmd the gloves, then expand to get down to the bone for a finger, under that the first rotation, and under that Controllers>1st Stage. In the parameters pane right-click and out it in Edit Mode, then with the base figure selected find the matching finger bone and drag its rotation slider over onto the 1st stage line under the glove controller; that should link that particular bend on that finger (check to be sure). Now you just need tor epeat for all the other transforms on all the other fingers :(
I think that did it
I took the following and drug it down to....
Here....
Now when I mess with teh sliders on just the hand the one linked bone also moves, and it appears to carry over in poses as well.
Now I have to see if all this carries over when I export to unity...or all is for nothing :(
Maybe I should have seen if there was a way to link bones in unity instead.......hmmm
Yeah, I think export may be an issue - sorry, I hadn't thought about that.
I would first make shure that the gloves and boots can be fitted to the Genesis 8 figure before I would try to export something to unity. As far as I know there is no conforming function within unity - you would need to write a script or buy one that can do something like this if there is one.
Since this should be a mechanical exoskeleton like glove, I was thinking about to have a set of bones of the Genesis 8 forearm, hand and fingers placed inside the gloves and also the original set of bones to move the mechanical hand and fingers. I don't know how these items conform to the genesis 3 figures but I think the big issue here are the different bone names - eg. Genesis 8: Left Thumb 1 and Mega Left Hand: Thumb 1.
In one of the sceenshots it looks like you have just parented the "Mega Left Hand" figure to the genesis hand. To have real conforming gloves and boots that can be fitted to genesis 8 the cloth items need at least some bones named and placed the same like the genesis 8 bones.
If you just parent the gloves and do the ERC Freeze linking like this I bet the ERC links would be lost if you restart DazStudio and load the scene again. You can only do ERC links with the parameters of the same figure. I think due to prevent some issues with crosstalk it is not allowed. It may look like its working in first place but these links don't get saved with the scene file.
I would try the following:
1. Fix the default pose of the gloves and boots to fit to Genesis 8
2. Create a conforming figure with the Transfer Utility
3. Create the ERC links between the hand and finger joint rotations
I'm not shure what exactly will happen in step 2 if you use the Transfer Utility - the idea is to keep the original genesis 3 rigging and add the genesis 8 rigging of the left arm to the gloves. The genesis 8 left arm bones should have no weightmaps and they are there only to conform / fit the gloves.
I think this is an interesting project and I hope my suggestions can help even though this is pure guesswork.