Latest builds are twisting Left Thigh, Right Toes.

Issue #1538 duplicate
CookItOff created an issue

Not sure what is going on but previous Daz files that I try to load into Blender are coming in twisted.

Tim

Comments (16)

  1. Thomas Larsson repo owner
    • changed status to open

    I don't see anything similar. Does the problem arise when you import daz files, or when you open an old blend file?

  2. CookItOff reporter

    It’s when I try load a previous Daz .duf file, meaning the export to Daz to Blender .duf file. It was a file that was loading fine in past versions (I’d say before May).

    I will note that the file is one that I adjusted the legs in Daz before export to be pre-ready for Rigify, which wasn’t an issue in the past.

  3. CookItOff reporter

    Update: It only happens on the meshes that I adjust in Daz, i.e. rotating the bones. If I leave the pose as stock and import into Blender then it comes in clean. Only issue is most of my past models I adjusted before export.

  4. Alessandro Padovani

    You can upload a duf file with the adjusted pose for Thomas to check, if possible use the default G8F. Together with the exact steps and options you use for importing.

  5. Alessandro Padovani

    daz studio 4.21.0.5, blender 3.5.1, diffeomorphic 1.7.1.1563

    bug. import posed figure.

    Never mind, it happens with any posed figure. Tried the standard and daz orientations they both don’t work.

    note. If we import as unmorphed then it works fine, while dbz doesn’t work.

    steps:

    1. in daz studio load G8F and load a pose
    2. export as dbz
    3. in blender import as dbz

    Below an example with G8F and the kneeling b pose.

  6. CookItOff reporter

    Thanks Alessandro. Your example should be enough for Thomas to work off of. Let me know if you still need a .duf file.

  7. Thomas Larsson repo owner

    The problem is the scale drivers that we introduced recently. For some reason lShldrTwist has scale (-1,1,1). Workaround: enable Bones Inherit Scale which disable scale drivers.

  8. Alessandro Padovani

    Yes deleting the drivers solves the issue.

    There’s something off with the drivers though. The right side is not twisted but the driven bones have odd values, for example 0.73 instead of 1.0.

    Personally I don’t think that using drivers to scale bones is good in blender though. I understand it is a general purpose solution. But for twist bones we know that setting inherit scale would be good, has the same effect and doesn’t use drivers, and avoids this bug. Though I understand it is a custom solution.

    I mean, we don’t support the daz inherit scale for bones anyway, because that would require an extensive use of constraints as explained in #1523. So makes little sense to use drivers only for the twist bones. Unless I miss something.

  9. CookItOff reporter

    I can confirm the work around (Bones Inherit Scale) works. I’ll just leave that box ticked.

    I’m assuming the default (unchecked) for using driver scaling is for geo graphs usability? Something I’ll have to keep if using those?

  10. Alessandro Padovani

    Apart this bug.

    Inherit scale will not work fine if the daz animation uses bone scaling. Actually daz animations with bone scaling work fine if the blender inherit scale is off and the figure doesn’t use the daz inherit scale, that's usually the case. The daz inherit scale for bones is not actually supported see #1523.

  11. Thomas Larsson repo owner

    This opened up a can of worms, and it will take some time to get it right.

    The workaround isn’t perfect, because the twist bones are scaled by a factor 0.9 something in some directions. This is of course less noticeable than scaling with -1, but it is still wrong. Previously, the DAZ Orientation option only affected poses. Using daz orientation in morphs as well fixes the scale factors, but some roll angles had to be changed to make the breasts move in the right direction. There are still problems with the mhx hands, which I will look into later.

  12. Thomas Larsson repo owner

    Alessandro, it might be worth treating the twist bones specially, but it would be good to solve the general case first.

  13. Alessandro Padovani

    Thomas, just some words of inspiration, I’m sure that you do fine.

    Personally I like things as simple as possible. Approximations are good if they work. Also a general case in daz studio may not fit how blender works or is supposed to be used. The goal is to convert from daz to blender not to turn blender into a clone of daz studio.

    As for daz orientation we did it to allow “subtract rest pose“ to import daz poses in prebended figures. But actually it doesn’t work for rigify and with quaternions if I understand correctly. If we find a way to make “subtract rest pose“ to work with the standard orientation then the daz orientation is no more necessary.

    One big advantage of the standard orientation is that it is insensible to bones orientations so it allows to use “connect bones“ and the figure is still compatible with daz poses. While the daz orientation is sensible to bones orientations and doesn’t allow that.

    I didn’t close various issues about this because I want to do tests hoping I can help for possible improvements.

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