Does the Addon support Geograft bones?

Issue #2162 wontfix
Izatop pop created an issue

I have extra bones stored in Custom.

After conversions they remain unchanged.

I tried to change the rigify type but it didn't help

My steps

1 used easy import daz

2 select bone from group Custom

3 Changed in the panel parents of bones to connected (I don't know if there is a type for unconnected bones in rigify.)

4 Changed the type in rigify to spines.basic_tail (Screenshot ⬆⬆⬆)

5 Changed group Custom in ui layout to 1

6 used Convert to rigify

Comments (16)

  1. Alessandro Padovani

    The extra bones are not considered for automatic rigging and left as is. You can rig them apart with the rig module. The modifications you make to the metarig for rigify should work as usual. Please report exact steps how you change the rigify type and generate the rig.

    Be sure to update. See #2129.

  2. Thomas Larsson repo owner

    I don’t understand what the problem is. The shaft bones in the Custom collection are added to the rigify rig, and can be posed like any other bone.

    That said, I haven’t tested Rigify in Blender 4.2, because I cannot find it. It should be somewhere in the Blender extensions I think, but it doesn’t show up even after I sync with the external repo.

  3. Alessandro Padovani

    @Thomas, 4.2 needs to download, perhaps you have to refresh the addon list.

    preferences > system > allow online access

    preferences > get extensions > settings > refresh remote

  4. Izatop pop reporter

    Is it possible to add bone presets from rigify or not? I will be satisfied with presets from other addons, as long as it works stably

  5. Alessandro Padovani

    @Izatop in your description there’s a big leap between steps 3 and 4. How do you generate the metarig and how do you change the type ? As far as I see “create metarig“ doesn’t include the custom bones so you did something.

    p.s. If you mean you changed the rigify type in the daz rig then I don’t think this is considered by “create metarig“. Perhaps @Thomas may add the custom bones to the metarig so the user can change the rigify type there.

    steps (as it is now, doesn’t work):

    1. easy import
    2. in the daz rig change the rigify type for custom bones
    3. create metarig, custom bones are ignored

    steps (suggested fix):

    1. easy import
    2. create metarig, custom bones are included
    3. in the metarig change the rigify type for custom bones

  6. Thomas Larsson repo owner

    OK, now I got Rigify working on Blender 4.2. I can confirm that rigifying works, both in a single step and with an intermediate metarig. I really can’t say anything beyond that, since I don’t use Rigify myself and don’t really know how to modify it.

  7. Izatop pop reporter

    Here is a video of me doing all the steps

    Video

    1 I can't use blender 4.2. I have a lot of graphic defects in it. I wrote to tech support and I don't know when they will fix it.
    2 I tried to shorten the video as much as possible.
    3 I have a free version of rigify.
    4 In the video I show what I do and how it works through the rigify addon and through the Diffeomorphic addon.

  8. Alessandro Padovani

    @Thomas, as explained above, the issue is that “create metarig“ ignores the custom bones, so the user can’t modify the rigify paramaters for them in the metarig. Let us know if you can add the custom bones to the metarig, that would be the solution.

    @Izatop, as explained above, the issue is that “create metarig“ ignores the custom bones. In your video you rigify the daz rig but that is not a metarig, to edit the metarig you have first to “create metarig“, then edit, then “rigify metarig“, once and if Thomas adds the custom bones.

  9. Jasper29

    Just to chime in here--changing rig types/feature sets works fine before rig generation with diffeo. Adding custom bones to the metarig works perfectly fine as well,

    granted you add the ‘DEF-' prefix to the bones for vertex groups. If you are going to use the ‘spines.basic _tail’ rig type you need to select the base bone (I’m

    assuming you are trying to create a spline type for the penis shaft) and make sure it is connected with a chain of at least 3 bones: Spines - Blender 4.2 Manual. Also

    one of the fastest/easiest ways to create a spline for the penis is to just use Mustards Tools (free) AFTER you generate the final rig: Release Mustard Tools 0.5.0 · Mustard2/MustardTools · GitHub just go into pose mode, select the bone chain and create spline.

  10. Jasper29

    Sorry, disregard what I just posted, I didn’t see the video until now. Yes Alessandro’s solution is the correct one--when using Rigify do not modify the Daz rig, only the metarig.

  11. Thomas Larsson repo owner

    Unfortunately it is not straightforward, because the custom bones are added directly to the Rigify rig and not to the metarig. It would probably have been possible to add the extra bones before rigification, but it wasn’t done that way, and changing it now would probably break a lot of things.

    However, you could add other control structures to the rigified rig afterwards. E.g. the Add Winder tool in the DAZ Rigging repo could be used to control the shaft bones.

    https://bitbucket.org/Diffeomorphic/rig_daz/wiki/Home

  12. Alessandro Padovani

    If there’s nothing to add we can close as wontfix. It is not possible to use rigify for custom bones, though we can use other rigging tools.

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