Finger rings parented to wrong bone in MHX
I downloaded a nice freebie by zoro_d; https://www.renderosity.com/freestuff/items/92918/nail-art-for-genesis-8-and-81-females With this you can quickly add a whole bunch of finger jewelry. The rings are not fitted but parented to the fingerbones in DAZ. When you convert to MHX and also added bodymorphs for the hands (and toes), there is a problem when you combine bodymorphs with MHX tools (the winders). The rings will seperate from the fingers because they are parented to “(drv)” bones but they should be parented to the bones that will always conform with the geometry like; “f_middle.01.R”, “f_ring.02.R” etc. etc.
Comments (10)
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- changed status to open
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reporter You are right Allesandro, it happens regardless of using bodymorphs when using the MHX winders.
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repo owner This is not an mhx thing but an issue with Make All Bones Posable. It renames the driven bone and adds a new posable bone with the original name. However, when doing so Blender automatically renames the bone parents, so the plugin has to rename them back. Fixed now.
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Commit 4d1ee19 works fine here, now the cube is correctly parented to the deform bone. Thank you for the fix.
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reporter Thanks for the fix Thomas, parenting to bones is now working fine. There is just one minor glitch with the selection menu for bodymorphs. Unlike before, selecting “MHX compatibel” excludes the full hand morphs, but if you select these manually they appear to work just fine in MHX.
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diffeomorphic 1.7.2.1763
Thomas, I’m popping this for your attention, if you can fix we’ll close as resolved. I can confirm the bug here stills not fixed.
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popping for attention
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repo owner Indeed the hand morphs appear to be compatible with mhx. Added in last commit.
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- changed status to resolved
Commit aefee5b works fine. Thank you for the fix.
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diffeomorphic 1.7.2.1742, mhx 1.7.2.0084
Yes I can confirm the issue, tried with a simple cube parented to finger. I agree objects should be parented to deform bones, not to control bones, since in general we may use both IK or FK to animate. Also I’m not sure winders work as intended, since I see the drv bones are not aligned with the deform bones when we use winders.
steps: