Importing hand poses in Blender 4.0 didn't work
Any hand poses didn’t work at all when imported to figures, but the hand part worked well when I imported poses of a whole character. That happened in 4.0 and my addon version is 1.7.3.
I copied the figure to Blender 3.6 with an addon version of 1.6.1, the hand poses worked again. I can’t find the reason.
Comments (13)
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- changed status to open
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reporter Sorry I forgot to mention that the problem was in MHX. Daz rigs works fine.
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reporter I updated my addon to 1.7.4, blender to 4.0.2, and the problem still existed. All the hand pose files don’t work, including the one you tested before. (in MHX)
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For MHX you must uncheck “finger ik” when you generate the rig, otherwise hand morphs will not work, which may be used by some daz poses. Can’t remember if 1.6.1 had ik options for the fingers, probably not and that’s why it always worked.
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repo owner I don’t see any problems either. Finger IK is automatically disabled when you import a pose, so it didn’t cause any problem. I also tried to load the mhx-compatible body morphs first (and made bones posable afterwards), and that seems to work fine too.
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importer 1.7.4.2038, mhx 1.7.4.0114
bug. hand poses with MHX. Yes I can confirm that hand poses don’t work with MHX. I’m uploading a test hand pose which doesn’t use hand morphs. Please note that full body poses including fingers work fine, only hand poses don’t work.
steps:
- easy import G8F with default settings, without any morph or jcm we don’t need them
- import the test hand pose, it works fine with the daz rig
- reset to rest pose
- convert to MHX without “finger ik“
- import the test hand pose, it doesn’t work
update. The bug also affects rigify, while simple ik works fine.
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hand pose without morphs
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reporter Indeed every hand pose doesn’t work, neither in newly imported/converted to MHX figure, nor in the figures I converted before in addons of older versions. Probably works if I return importer to 1.6
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repo owner Fixed in last commit.
The problem was that the plugin failed to auto-detect the rig type in the duf file, so the bone names were not converted from genesis to mhx names. The plugin looks at the bone names in the duf file to determine the genesis generation. If the skeleton has bones called "abdomenLower" and "lShldrBend" the rig type is genesis 3 or 8. Genesis 1 and 2 has bones called “abdomen” and “lShldr” instead, and G9 has "spine1" and "l_upperarm". The hand poses failed because the duf file only contains hand bones and no spine.
However, bone names only have to be converted between different genesis generations. When the target rig is mhx or rigify, there is a single conversion table for all genesis generations, so now that table is loaded and there are no missing bones.
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Commit 7df6ffe works fine here, thank you for the fix. If Bruce has nothing to add we can close as resolved.
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reporter Works fine for me,thanks!No more to add.
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repo owner - changed status to resolved
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You may want to upload a pose file in duf format for Thomas to check.
p.s. I just tested some hand poses for G8F and they work fine here.
diffeomorphic 1.7.4.2038, blender 4.0.2
steps:
https://www.daz3d.com/give-you-a-hand-hand-poses-for-genesis-3-and-8-female