- edited description
neck-1 bone is not updating in realtime
Hello,
I am working on a G9 character. I imported it with diffeomorphic and added an MHX Rig. When I wanted to apply my mocap files I noticed a weird behaviour of the upper neck bone.
https://gyazo.com/28bc83b3d79a5c0f3e95537c121f3a11
As you can see in the gif, the upper neck bone isn’t really updating in realtime which makes it pretty difficult to animate with this rig. I tried to hide/delete specific modiefier on that bone but without success. It is pretty frustrating since I need an extra click everytime when I want to see the final rig position.
In the gif I manipulated one of the spine bones. During the rotate process I pressed “esc”. All bones are jumping back to their base location except the upper neck bone.
Another example here: https://gyazo.com/914a529baf6f5dcb0499b779f60051df
It looks like that the head is wiggling/wobbling up and down and has a slight delay.
Is there a workaround/function I don’t know about?
Comments (6)
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reporter -
repo owner I’m not able to reproduce the issue, but I think it may have something to do with the neckhead bone which rotates both the neck and head bones with a copy rotation constraint. The last commit has two changes:
- The neck-1 bone is now also rotated by neckhead.
- Adding the neckhead bone is now optional. The option also affects the back bone, which rotate all the spine bones in the same way, and is called Add Back And NeckHead Bones. I think these bones are convenient, but if they interfere with your workflow you can disable them.
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As a personal note, mocaps are for fk rigs, not for ik rigs, so for mocaps you should use the daz rig and not mhx. If you use mocaps on a ik rig you then have to use the ik snap extensively and possibly simplify the curves when baking, that’s a whole level of complexity added.
The daz rig is for mocaps.
The other mhx and rigify and simple ik rigs are for original animation in blender. Unless you’re prepared to deal with fk/ik issues as you’re experiencing here.
p.s. Also the realtime viewport may delay depending on the complexity of the model. Be sure to use “simplify” and “frame dropping” on the timeline.
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repo owner Mhx is quite mocap friendly. The mhx plugin has tools that do fk-ik snapping for entire animations and keep feet above or on ground, see https://diffeomorphic.blogspot.com/p/mhx-animations.html. Cleaning up mocap data can be a mess for sure, but that is not less of a problem for a pure fk rig.
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I see mhx has a toolset for the most common mocap needs thank you for pointing this out. Personally in general I wouldn’t use mocap for ik rigs but it’s me.
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- changed status to resolved
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