Hand bone rotation no longer driving forearm twist bone
Issue #2154
invalid
DAZ Studio 4.22
Diffeomorphic-import_daz-15eb7892b2fc
Blender 4.2
When importing any Genesis 8.1 Figure the hand bones no longer drive the twist bone of the forearms. This is true for the standard rig, as well as MHX. With Rigify it works as expected. I don’t know if this was a deliberate decission, but it makes animating a lot more cumbersome. And is really a problem when using IK arms. If it was a conscious choice I would be more than thankful if it was possible to make an option for the old behavior.
Thanks a lot
Comments (2)
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The daz rig never did as it’s FK, you need to rotate the forearm as you do in daz studio. The MHX rig has the options in the properties panel as usual. Personally I agree it should be on by default but Thomas decided otherwise because of issues loading daz poses.