DAZ spine bones pose for Rigi-fy rig not assgined for FK spine bones.

Issue #166 resolved
engetudouiti created an issue

Thanks Thomas and other user reports have been up-dated rigi-fy conversion for blender 2.8 new rigi-fy.😄

Then I think current rig-set-up is well enough. at same time, import pose fucntion remain old way for 2.7 rigi-fy rig. I remember,, about old version there is no good spine bone, to represent daz pose for spines. So I suggest requested aproximate way, and it worked (but some bone posing not imported, and ignored) .

But current rigi-fy offer each FK spine bones which user can cntrolls (that means we can change value of each rotation with script)

Then I found at least for G3 figures, when import daz pose,, current plug-in ignore most op daz spine bone pose.(rotation translate etc) (because rig had changed for 2.8 I suppose)

So if Thomas could take time, hope , import daz spine bones pose for rigi-fy converted each spine FK bones.

The relation of DAZ and Rigi-fy (plug in converted) rig map is like that.

abdomanLower <> spine_fk.001
abdomanUpper <> spine_fk.002
chestLower <> spine_fk.003
chestUpper <> spine_fk.004

(edit to set real bone name )

I remember, I suggested (long time ago), we need to use Rigi-fy “Chest” controller to bend spines, but there is no need anymore.

As you know, rigi-fy Chest controller bend all spine bones so it is useful when se manually posing, but it is not good to import daz pose.duf.

Simply use above bone map, to import each daz spine bones bend, then it may work, as same as hand or leg bone import process.

(I do not know detail how Thomas convert daz rotation as quartanion value,, but I assume, if there is clear relation map, Thomas can assgin it for rig-fy bone)

I know there should be exceptional case, for spine pose detail for daz g3 g8 rigs, (aka double quartanion rig)but basically,, bend pose should be easy represetn with rig-map. so first step is, just use same rotation value for each FK spine rig with rig-map.

Comments (16)

  1. engetudouiti reporter

    To simple test, use this spinebend.duf which simply bend each spine bones in daz studio.

    and save as pose preset.

    when I import it to blender rig-fy rig, there is no pose change (I suppose most of all spine bone bend seems ignored for new rig-fy rig when converted)

  2. engetudouiti reporter

    Yes I check double quartanion about spines, but it seems not separate twist bone, and bend bone about spines. so we do not need to care it about those main spine bones.

    (as detail, we need to consider daz ERC for legs and armas libs bone transform. daz seprate twist and bend boen for G3 and G8 rigs , with use ERC so we see fake value in duf I suppose.)

  3. engetudouiti reporter

    And I forget 2 important main bone 😅

    daz “pelvis” <> blender rigi-fy “hips” or “spine_fk”

    I do not know difference,, maybe spine_fk is more reasonable for FK posing (import pose)

    (Though converted rigi-fy remain daz pelvis bone only for tweak adjust shape and it is hidden basically, can not use for main pose after converted. )

    daz “hip” <> blender rigi-fy “torso”

    (of couse all rig-map is only for FK posing without you attempt mix use (eg keep hand IK then import pose only for legs and torso etc,,thouugh it may work )

  4. engetudouiti reporter

    The only thing I may afraid some user or animator may not set visible the “Torso(tweak)” bones layer, which include those new FK spine bones (for rotation)

    So if “apply pose by script” need the bone as visible, this layers need to be activated too.

    Actually I think spine FK bones may better, not in “Tweak” layer. But I know it can not be managed by user about rig-type which offered for human-meta-rig. (without we edit default torso FK layer of meta-rig)

    Then if animator already set key for main spine controller (chest, (upper pose), and hips (lower pose)) those spine FK bones rotation added.

    But to import daz spine bones pose and animation, we should use these spine FK bones.

  5. engetudouiti reporter

    I hope if you can separate kind of pose-conversion table, for rig-fy, so I can manage it easy when I need..

    Because I thin, now meta-rig should show almost same bone hieralchy,, and recent Rigi-fy offer all spine bone FK controller in tweak layer, (as default)

    I suppose there should be table to import pose,,, but it is difficult to dig around many module (I could find meta-rig conversion process, but still not clear which module py set conversion to import pose for rigi-fy.

    At least G3 and G8 may easy apply most of bone pose ,when it only include bone transform as FK, with convert rig table.

  6. Thomas Larsson repo owner

    Finally I got around to fix this. The conversion table is located in data/converters/genesis-rigify2.json.

  7. engetudouiti reporter

    Thanks now about spine, with my simple test it seems work (almost as I expected) well.

    But I do not know reason,, hands finger pose broken when I import some pose files. after it happen, I can not reset pose about those finger. only “Reset un-keyed” seems work for me.

    maybe some un-expected bone rotate or move I suppose… I did not many test about those hand or finger pose before,, so I do not know reason.

    Then,, about rigi-fy rig,, can I still use selected only option? if it can work,, I may try with selection, then detect which bone may cause problem.

    I did not import any morphs which drive finger pose bones,, untill convert rigi-fy, so It not caused by finger pose controll.. (there is no morph which may drive finger) in my rig.

  8. engetudouiti reporter

    Yes if I use “selected bone” only, with only select FK related bones, hand pose broken not happen.. So it seems happen when plug in auto activate layer , and exchange FK IK. Some non expected finger bones change when import pose.

    btw I do not know reason but when I import full body pose, rigi-fy rig often show pectoral seems double rotate (too deform) I feel.. it seems auto add driven value for, pose pectoral bone when import pose. (import poses not include any pectoral pose value, (I suppose) )

  9. engetudouiti reporter

    I almost confirm, finger bones in finger main layer seems cause issue when import pose.

    About new rigi-fy all finger bone which need for FK pose are inluded in Fingers(Detail) layer

    rig.layers[6]

    Then about pectoral bone rotate double added,, I can assume,, importer may get matrix value of pectoral.then it seems applied pectoral bone. but drv bone have been moved, by collar, so it may happen. I may check if same problem happen, when I import pose for default rig. so if I do not include pose pectoral bones, in my selection, importer not apply world matrix for pectoral bone.

    To make it work, I made selection grooup which only include FK related bones. then I can remove both problem. (though if I remove pectoral from selection, I can not apply real pectoral pose, which I tweaked in daz studio ^^;)

    And I found blender 2.83 keep selection even though I hide bone layer,, so I feel, if there is way, only apply pose for visible layer bone as new option.. or user need to know which bone actually selected about hidden layer.. to use “selected only” options.

  10. engetudouiti reporter

    Yes I could detect why finger pose strange,, the harm bone is palm.R, plam.L,

    which you assgin as Carpal4.

    I think it is limit of rig-fy hand bones… because it seems not offer Carpal bone, which can move individually, but offer unique controller, palm.L and palm.R. it not rotate one bone, but rotate other Carpal bones at same time,, as controller bone.

    Then I still not understand reason, when Import pose, (and it may include Carpal bone pose) ,

    the assgined palm scale change as 0 (though it is locked)

    then it is locked, so I can not reset pose. by usuall operation. need to remove key.

    I may test, remove the rig-map for Carpal4. then see if it solve hand pose issue.

    (or I may miss some bone, if I can assgin Carpal4 for rigi-fy finger bones, but I can not find such bones which can poseable as FK)

    Then if I un-lock the palm scale, then input 1.00 it return. (or I can remove palm from rig map)

    but I think if it work better if auto change scale problem not happen so just remain them.

  11. engetudouiti reporter

    There seems many case, those palm bone, change scale or transform un-expeced place.

    (it never happen, but actually change location value,,when import pose)

    So I think,,most reliable way is,, remove those 2 palm bones for pose rig-map. (because it actually not pose individuall bones. which assgined. but try to multi rotate other carpal bones at same time)

    or I need to set-up lock etc then only change rotation value. when import pose file.

  12. engetudouiti reporter

    OK,, After I remove R and L palm from your offered rig-map, data/converters/genesis-rigify2.json (set ““ empty value)

    now my rigi-fy rig can import most of daz pose files. (though some pose include pose controller value, I do not use such files, never ^^; or convert it as pure bone transform)

    About hand Carpal bones, actually only a few vendor may use it for pose (detail), but I think we can easy adjust with Rigi-fy offer Palm.R controller.. and more detail defaomation, may need to make shape key, only when we need it.

    I can assume, if we really need, we can adjust def-Carpal boens,, (Deform bone) move free, with change rig-fy structure,, but it seems need too much work.. So basically I content with current status.

    Thanks Thomas offer way to import pose, for rigi-fy ^^v

    I may need reserch, why I sometimes see pectoral pose too much,, but I think if I miss some option to import pose.. So I may report next time I see issue..

  13. engetudouiti reporter

    I think now it work really better than before. If there is another problem for specific bone, I may request again. thanks all efforts Thomas.

  14. Thomas Larsson repo owner

    If Ignore Locks is disabled, the transformations for the locked channels are set to the default value. I used 0 as default for all channels, but scale default is 1.

    The bone layer problem should also be gone. Now all layers are enabled when poses are imported, and the original layer visibility is restored once the tool has finished.

  15. engetudouiti reporter

    I see. Thanks you make it work. I assume it may happen with my option. Then, even though now default value change, I suppose after all, those 2 controll bones may cause issue, when import values.. (if vendor set value), they change other bones too.. but It may not be seen so often, so only user request it,, you may remove them,, sometimes it may offer more good pose,, (maybe)

    And about selection things,, I think it seem blender problem( for 2.8 2.9 only?)

    usually when I hide bones by layer, then select all bones currently visible, I suppose only visible and selected bones are set as “selected”. but as bpy,, it seems not.. so selected bone seems keep all selected bones in hidden layer. Then I do not know clear,, how you manage it, (I know you now keep user visible layer setting it actually enhance thanks)

    anyway I test again, new version. thanks many up-date ^^ I may plan re-generate my character ^^;

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