is there any way to see what verts or pollies are attached to a bone, exactly?
Mistara
Posts: 38,675
in The Commons
is there any way to determine what verts or pollies are attached to a bone, exactly?
i'm specifically studying the lbigtoe2, middle toe2, and pinky toe2
3 of the toenail beds aren't playing nice in carrara, totally baffled as to why
i;ve eliminated everything cept the geometry itself.
internal names, id names, it's just feet, one big group.
did they add the toe nail beds after the rigging was done?

Comments
I've got no experience with Carrara, but if it's originally a Daz figure, you should be able to use the weight paint tool in DS and see what's mapped to that bone.
(Alternatively, exporting in a rigged format like FBX or DAE to something like Blender won't preserve any fancy Triax rigging or the like, but it should give an idea of whether something is mapped or not).
Don't know how to show the verts attached to a specific bone, but you can find what weight a vert has in relation to which bone(s).
Activate the Node Weight Map Brush tool, choose vertex selection mode and pick the verts you are interested in. Now go to the Selection Analysis tab and you will see a list of bones associated with the selected verts, and under each bone the vertex numbers of the verts with the weights assigned to that bone. Selecting a vert in the list will highlight it in the viewport with the specified Highlight Color.
See attached image. You can tell that vert number 15052 is 100% controlled by bone 'Left Small Toe 3_2', but vert 367 is controlled by a mix of 3 different bones.
You could select by polys instead; the vertices are shown in the Selection Analysis.
totally awesome. exactly what i was looking for. Thank You!!
i made a corrective morph for the toenail beds. it works in DS but in carrara, it doesn't move.
1 basic difference between ds and carrara is the y/z swap, z is up
i think something in the bone setting. but not sure what exactly. i see 3 trees under joints, x, y, z. rotation, scales, end points, center points
knowing the vert numbers, hoping can find in the trees and unravel the mystery.|
hopefully is all elementary from there
got this far, can hardly believe it. cant find the poly number
the right toe is no problems,
the left big toe 2 is the muy problemo ... can't find anything wrong with it
ltoe3-2 and left baby toe 2
and judging bu the right toe, belonging to 2 bones isn't a problem
Can't comment further from the Cararra aspect as I don't use it. The only thing that looks a bit odd is those tiny, tiny weight values for some verts in relation to certain bones. They are so tiny, they should have no discernible effect, and it would be cleaner if they were actually zero. Just speculating, but maybe these, or those values that are very nearly but not quite exactly 1, are confusing Cararra.
yeah, i was suspicious of the 8 place decimal point too, but the right toe has em and doesnt cause it any problems.
and i removed every single morph and pose control from the folder, only thing left was the victoria 8 fbmand headm
i down to scrootnizing root regions. all it says is feet. don't see how to track down those toe verts in the geometry section
deleted the erc formulaes from the v8 fbm, is just the deltas now.
dont know how to tell if is allll a single mesh, including those toe nail beds.
cuz i when the premise of genesis 1 was the single mesh thing.
if it was poser, would run the obj thru uvmapperclassic and swap the obj for a new mesh.
ds is vertex, cant swap in a mesh? right?
No we don't swap mesh ;-)
Yes the toenails appear to be one with the toes.
hexagon?
i did download it, and the bikinimodeling tutorial, need some mankinis for my males lol
g8m doesn't have toe problems!!
scary!! that what it looks like in carrara when using the full body morphson g8f, only it affects only 3 of the toes. what is sooo different about those 3 toes??
even pretty Layla, messing up toes with her body morph
Could you post an image of that messed up foot please.
Thank you again. sharing your understanding of the tools has opened a fresh means of troubleshooting.
what does the 1st column in vertice array mean?
it's different between rignt and left big toe 2
one is a value of 12. other is 8
wiki letting me down.
Vertex number?
these, is more than x y z
?
think i found the problem.
those gray pollies are not in the actor group.
cant find em in any group. there is a 2nd actor group of only the toe nails.
how is it gonna be possible to fix this with a ds scene modifie?? help
seeing how to do it in blender https://blender.stackexchange.com/questions/52922/how-to-assign-vertex-group-to-single-bone
dunno if it'll make the morphs work in carrara, if i add 3 brand new bones for those estranged pollies.
have to figure out how to inject a vertex group. or modify the actor group to add those strays.
dont suppose the support desk could help with this.
soo, the vertex group name has to match the bone name?
i don't name vertex groups to add a bone in carrara, just basically, line em up with the mesh.
deleted the maps under region , seems to be the exact section needing fixing.
maps are under the geometry section.
how do i word a modifier to inject the missing numbers from the maps??? after i find them lol
what are the odds daz would fix it with an update to g8f??
Well, they won't remove the region groups since those are used by DS for the Shaping pane and Region Navigator tool.
well the new region map fixed the toe issue in carrara.
now how the heck to inject the new region map or modify it in a preset ????? dohhhhh
this ain't no node or joint modifier
making a quick access database to get the list of numbers missing from the original region map.
A Character preset, used to load a new figure instead of modifying a loaded figure, will apply modifications to the grouping.
is a difference of a couple thousand numbers
these the missing numbers from region map
9236,
9237,
9238,
9239,
9240,
9241,
9242,
9243,
9244,
9245,
9246,
9247,
9273,
9278,
9279,
9299,
9301,
9303,
9324,
9325,
9326,
9329,
9330,
9331,
9344,
9345,
9346,
9347,
9349,
9350,
9351,
9352,
9353,
9354,
9355,
9381,
9386,
9387,
9407,
9409,
9411,
9432,
9433,
9434,
9437,
9438,
9439,
13946,
13947,
13948,
13949,
13950,
13951,
13952,
13953,
13954,
13955,
13956,
13957,
13958,
13959,
13960,
13961,
13962,
13963,
13964,
13965,
13966,
13967,
13968,
13969,
13970,
13971,
13972,
13973,
13974,
13975,
13976,
13977,
13978,
13979,
13980,
13981,
13982,
13983,
13984,
13985,
13986,
13987,
13988,
13989,
13990,
13991,
13992,
13993,
13994,
13995,
13996,
13997,
13998,
13999,
14000,
14001,
14002,
14003,
14004,
14005,
14006,
14007,
14008,
14009,
14010,
14011,
14012,
14013,
14014,
14015,
14016,
14017,
14018,
14019,
14020,
14021,
14022,
14023,
14024,
14025,
14026,
14027,
14028,
14029,
14030,
14031,
14032,
14033,
14034,
14035,
14036,
14037,
14038,
14039,
14040,
14041,
14042,
14043,
14044,
14045,
14046,
14047,
14048,
14049,
14050,
14051,
14052,
14053,
14054,
14055,
14056,
14057,
14058,
14059,
14060,
14061,
14062,
14063,
14064,
14065,
14066,
14067,
14068,
14069,
14070,
14071,
14072,
14073,
14074,
14075,
14076,
14077,
14078,
14079,
14080,
14081,
what's tje difference between a modifier_library
and modifiers under scene ??
thanks.
As I recall, the modifier_library is the actual "code", the things in the Scene are the items (and settings possibly).
did some experimenting the new region map fixes g8f for carrara, but messes her up in DS.
so the new map will have to go in the preset, if is possible to modify actor with a modifier.
did some experiments, putting the map in a preset, some of her morphs weren't showing up in the parameter list.
don't want to sacrifice morphs for her toes.
no where fores or why fores, i imagine bilbo baggins would say.
good and bad mews, doh
i know how to do it for joints.
but geometry more complex, cuz i can't copy geometry, it just needs the root region maps.
unless i can figure out how to do it with a carrara preset.
i temporrily modified the dsf with the new maps. dragged her to the carrara tray, then changed the dsf back to the original.
porblem with that, i'll have to do it over every time i add morphs.
not ideal >.<
Have you tried a Character preset, using it to load a new figure rather than to modify the selected figure?
i put the blended weight joints in a character preset.
used a modifier under scene to call the alternate skin binding.
put the joints weights under a modifier library above the scene section.
tried many times to do the same for the region map,
havent figure it out. guessing the internal id is Actor, or Actor-1
thought i was close, then noticed Victoria8 body morph and a couple of
other morpns weren't showing up in the paramters pane (the carrara shaping tab)
the skin binding is a few branches down, and the modifier in the character preset finds it.
gives me hope, cuz the maps are a few branches down in the geometry section, is feasible a preset modifier could find it too
I saved a scene subset for my own personal use with the fixed region.
i tracked a few of those missing regional map numbers, the first several are in the left eye.
anyone seeing anything weird with the g8f left eye?
sighhh for the most compatible figure, she the least compatible of all of them for carrara
well after days of trying, see no way to make it work with a pre set. think is just not designed to swap an Actor array.
but what about an injection?
inject the missing actor pollies afterg9f is loaded into a scene?.
Inject this here