Child Of constraints on child armature should be parented to "thigh.R" and .L after MHX conversion and not "thighBend.R" and .L

Issue #2108 resolved
Yigazi created an issue

Basically I have multiple armatures attached to clothing pieces that are supposed to fine tune those clothing pieces. I didn’t want to add the bones to the main armature, because it just gets bloated otherwise from all the extra bones. I’ve attached the extra armatures to the main armature with the Child Of constraint, where basically the bones in the leg areas are connected to the thigh bones of the main armature. It works fine without a rig, but after converting to MHX, the child of parent bones in the constraints are changed to thighBend.R and .L and that makes the child armatures not move at all with the legs. I also tried thigh.bend.R and .L, but it made the child bones float away when the main armature was moving.

I was about to write a question here how I could fix this, but after tinkering with the settings, I realized that the problem got fixed by changing the parent bones to “thigh.R” and .L. The problem is that MHX doesn’t do so automatically and I have 15 or so outfits with this issue, so, could it be possible that MHX could simply in the future change the parent bone to “thigh.R” and .L if there are constraints connected to the main armature’s thigh bones? I have a feeling this issue is prevalent in other bones too. I don’t currently have any other armatures attached to any other limbs, but I suspect this same issue is present on them as well.

Comments (7)

  1. Alessandro Padovani

    mhx 4.1.0.0122

    MHX changes the daz bone names, so they get renamed in your own constraints too, it is blender doing this not the addon. Also the child constraint is known to be not so stable and difficult to use properly. My suggestion is to parent to bones instead of using the child constraint, parented armatures should be preserved by MHX.

  2. Thomas Larsson repo owner

    Object constraints should work correctly now.

    Blender automatically renames the constraint bone target when a bone is renamed, but the bend and twist bones are not just renamed. Instead they are deleted and recreated to make sure that they line up perfectly, and Blender cannot keep track of that. Now the plugin explicitly renames object constraint bone targets after the rig has been converted to mhx.

    Blender print lots of warning messages in the terminal about the missing bones, because the constraints are only updated late in the mhx process.

  3. Alessandro Padovani

    Please note that MHX provides an option to reuse the original bend and twist bones, which is enabled by default, perhaps we should always do it and remove the option. Also note that the option to fix elbows and knees is no more necessary, since we now have hints for the ik bones which serve the same purpose, so this option can be removed too.

  4. Thomas Larsson repo owner

    The name of the option is misleading. It is not the bend and twist bones that are reused, but the corresponding vertex groups. Anyway, both options have been removed.

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