Hair with BONES (Boneful hair?) [SOLVED]

funkiestfacefunkiestface Posts: 15

I've created a custom hair to apply to a genesis 1 figure. I've been following a workflow similar to that of geografting where I've created vertex groups of the custom bones I wish to implement (e.g. lbangs00, lbangs01, lbangs02). I'm able to use figure setup to create a the basic figure with the above mentioned bones added to a bone hierarchy that is based on the genesis 1 from hip to head (orientation also mimicking genesis 1). This is followed by using the "Transfer Rigging (Figure space)" function to make sure the hip to head bones are in the same points and rotation. 

 

At this point everything APPEARS to be working as intended, figure looks about what I want and the vertex groups still have the correct geometry assigned to them.

Before using the "Transfer Utility" I hide the geometry that will beusing the custom bones as well as hide the corresponding (custom) bones in the node hierarchy. It's when I use the "Transfer Utility..." that I run into issues. The main General Option for this process I'm concerned with is "Weight Maps" I have "Remove Unused Bones", "Respect hidden Facets on Target" and "Merge Hierarchies" checked. (I tried running it with "Remove Unused Bones" unchecked which resuleted in the custom bones created by figure setup there, but the bones without any weighmapped geometry) The result is the hair with the genesis bone and the first bone of teh branching custom bones, but none of those custom bones are weight mapped, and the vertex groups are now empty.

 

I've tried numerous approaches to this issue, but would appreciate any help! Thank you!

Post edited by funkiestface on

Comments

  • crosswindcrosswind Posts: 9,538

    I rarely rig conformers with the workflow of Figures Setup nowadays, but...

    if you've already defined Face Groups as well as assignments to Bones before rigging with Transfer Utility, you should uncheck Face Groups in TU's options.

    TU transfers no weight to custom bones... you need to either fill weight to them by bone selection groups or manually do weight mapping to them. 

  • Unofrtunately still no luck. I might rely on a bunch of morphs to give parts of the hair rotations as if it had a skeleton.

     

    I appreciate the feedback @crosswind how do you rig conformers these days?

  • crosswindcrosswind Posts: 9,538

    For instance, to rig a clothing item to Genesis figure, I just import OBJ file, rig it to Genesis with Transfer Utility. Modify Face Groups, create custom bones as needed, do weight mapping and finetuning, create modifiers as well as corrective morphs, etc. 

  • crosswind said:

    For instance, to rig a clothing item to Genesis figure, I just import OBJ file, rig it to Genesis with Transfer Utility. Modify Face Groups, create custom bones as needed, do weight mapping and finetuning, create modifiers as well as corrective morphs, etc. 

    Crosswind you've been a big support in this matter. I return realizing my mistake. I have failed to fill the weighmaps by the selection groups. Thus everytime I ran the transfer utility it would remove the bones because they didn't have any weight assigned to them.  Once I did that I was able to successfully complete the process. 

  • crosswindcrosswind Posts: 9,538

    funkiestface said:

    crosswind said:

    For instance, to rig a clothing item to Genesis figure, I just import OBJ file, rig it to Genesis with Transfer Utility. Modify Face Groups, create custom bones as needed, do weight mapping and finetuning, create modifiers as well as corrective morphs, etc. 

    Crosswind you've been a big support in this matter. I return realizing my mistake. I have failed to fill the weighmaps by the selection groups. Thus everytime I ran the transfer utility it would remove the bones because they didn't have any weight assigned to them.  Once I did that I was able to successfully complete the process. 

    Nice ! 

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