Bone alignment issue when importing DazDog8 for pawns
When importing DazDog8 toe (and claws) bones go through “floor” but they should touch it.
To reproduce:
- open Daz
- import DazDog8 with option
Unmorphed
didn’t tested DBZ
Best regards
Comments (8)
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repo owner -
repo owner Dbz import should work now. The limit constraints are shifted to reflect the changed rest pose.
I still haven’t figured out where the unmorphed rotations come from. The rig has IK goals, which become empties in Blender but are otherwise ignored. The rotation of the empties are close to the missing bone rotations, so perhaps that’s a hint.
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Unless I miss something.
In my opinion this is not a bug and should not be fixed. I mean, the rest pose of dog 8 goes through the floor and so it is imported correctly by the unmorphed option. As for importing daz ik chains, this is not supported by the plugin.
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As for where the pose comes from, it seems included in the dog8 figure itself. Now should the plugin import a posed character with the unmorphed option ? In my opinion no because the unmorphed option is supposed to load the rest pose.
Again unless I miss something. I’m not a rig expert at all.
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The pose itself is stored in the dev load file. Not sure if these files get loaded by default with the figure and/or how this is defined.
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repo owner Unmorphed import should import the pose, if it is stored in the duf file or the underlying dsf file. However, in this case it is apparently stored in something else, a dev load file which I have never encountered before. Characters, and the dog is a character, should be imported with the dbz option, so I don’t think this is a problem
However, the dbz problem is different. If the character has a non-trivial rest pose baked to it, the limit constraints have to be changed accordingly. I think the last commits do that.
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Thank you for the explanation. I’m clearly out of my domain here. Personally I don’t import limits because I find they are “stiff” in animation, so I rely on ik prebending to avoid flipping.
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reporter - changed status to resolved
Tested and it works as specified by Thomas:
- dbz works correctly
- unmorphed - incorrect
with is expected
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The problem is that the toes and feet are posed DS. However, so far I haven’t been able to find the pose in the duf and dsf files, although clearly they must be there somewhere. The problem manifests itself differently in dbz: the rotation limits are off.