- edited description
Fingers are not working correctly in MHX when importing poses.
Hi Thomas, in the last commits, the fingers are not posing correctly for the mhx armature when importing poses. I tested it, and it works fine for Daz rigs and Rigify. The problem affects only Mhx.
I believe the problem is in the bone constraint setup. Mix probably must be set as Offset (Legacy). At least the other bones fingers works with this set. And for me it fixed the problem.
Comments (10)
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reporter -
As I understand it, finger ik is not compatible with hand morphs, so if the pose uses a hand morph and you have finger ik enabled then the fingers may not be posed correctly.
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- changed status to open
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reporter Sorry, The image above is incorrect and I don't know how to change it. But I don't use Ik on fingers and there's no morph in the pose hands I use. Probably Thomas will find easy what is not working. This issue started no longer than two weeks ago. Before it worked fine.
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reporter - edited description
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reporter I added a new image showing the bones with the problem. And I checked that in the previous versions they were set as "Offset (Legacy)" instead "Replace".
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mhx 1.7.2.0101, blender 3.6.5
Yes I can confirm the issue, we can also use “after original“ or “add“ for copy rotation to fix the issue instead of “offset legacy“. Thank you Eder for finding this out, I don’t use mhx myself so took a bit to check.
steps:
- import G8 and convert to MHX
- import a pose and check the hands, the 01 fk fingers don’t rotate
possible fix:
- use “after original“ for copy rotation
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repo owner Not only had I forgotten to use offset for the first links, but I also missed it for the copy rotation constraint that rotate all the long finger bones from a single bone (on the fk and ik arms layer). Both issue are fixed in the latest commit.
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- changed status to resolved
Commit 32b900d works fine, thank you for the fast fix.
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reporter Thanks guys for the fast fix.
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