Rigging via DAZ Studio
RAMWolff
Posts: 10,343
Hi,
I was under the impression that one could copy rigging from one area of the figure and apply it to another area. I have created a quicky loin cloth for Genesis 02 Male and have the front rigged and weight mapped but wanted to just copy that to the back panel rather than having to repeat all that over again.
Can I do that?
If so a tutorial would be great.
Running the newest version of DAZ Studio.
Thanks
Richard

Comments
I'm willing to be corrected (boy am I ever, on this one), but I'm pretty sure you can't copy rigging from one area to another.
I found a Split Bone option but all that does it create an automated child bone from what I was able to determine....
To the best of my knowledge, you can mirror bones, but not the weights. The bones can be mirrored left/right or front/back.
That would be cool ~ I would start my Millipede project...
There is a symmetry option for the weight painting, in the right-click context menu, but it is I believe very sensitive to mesh variations so I'm not sure it would help.
It's actually possible to copy and paste weight mapping so not concerned about that. There is a mirror option for the bones but it's not doing anything when I try various options with it.
You do need to have your bones labeled such that this will work. The defaults are what you see, left, l and right, r... so for instance if you were mirroring left to right... or x axis, you would need the bonename to start with left or l and a rightbonename or rbonename bone would be created. You can edit those default... for instance maybe Left or Lf and Right or Rt or whatever prefix you like. It just has to match the bonename prefix. And you can do z axis for front to back. Z does get tricky with left and right as suddenly you introduce the need for front and rear or front back or whatever on top of needing left and right. I don't remember for sure, but I think I renamed my bones to add front in front of Lf and Rt after doing the x axis, to get the z axis. I may not have needed to do this if I had used the prefix LfFront when I created the bones. Seems that is should work though.
Yea, this would be front mirrored to the back... so I would what then... ZLoin-01?
The mirroring interface needs to know a prefix to look for. So a chain of left bones should all start with the same prefix. You basically tell it the prefix you used when naming your bones and the prefix you want to have output. You might have Loinbone01, Loinbone02, etc.... Those should be renamed to have a prefix. If they are left.... add left or l if you want to use the defaults.... or leftLoinbone01, leftLoinbone02, leftLoinbone03. Then when your run mirror on x-axis with the default prefix presets, it will create rightLoinbone01, rightLoinbone02, rightLoinbone03 and so on.
Now, I don't really remember what I did exactly and would need to run through it all again in studio to remember... FYI, my last item which happens to be a loin cloth, has four sets of bones.... Left Front, Left Rear, Right Front and Right Rear. I remember the left to right went as expected, but front to rear was very odd. And I don't remember if I did the renaming after the bones were created or if the mirroring did it correctly for me. Are you working with one set at the front or left and right and front and back?
If you are working with on set in the front, I'd name the bones something like frtLoincloth01 and frtLoincloth02... etc.... or just f or front, whatever makes the most sense to you to define those as the front bones. Then in the mirroring interface.... lets say you decided to use frontLoincloth01.... set the left prefix to front and the right prefix to rear and see if that doesn't do it right. You should wind up with rearLoincloth01 and so on through the chain. And if I'm not all wet behind the ears... Selected to Opposite should be right for direction.
If you do want a chain to be created, be sure to hit the node pulldown and use selected recursive assuming you are on the frontLoincloth01 bone