Would you add usuall tweak (deform bone) with keep current shoulderTwk bone?

Issue #312 resolved
engetudouiti created an issue

Hi I hope if you can it easy, (I think it seems not so difficult) , would not youl add usuall tweak bone for sholder, with keep current shoulderTwk bone, which offered as default. ?

The only difference is, shoulderTwk (current one), can move all arm bone, (work as parent with use constrain) It is good to use , but at same time, if you make actuall deform bone still move free (tweak bone), it still useful too.

I noticed it before, but did not take it seriously, but today I make some pose files, then notice, if MHX sholder can move free as usuall twk child (real deform) bone, I may use it more often. At current with your constrain, even though I remove lock, all child hieralchy move with real deform bone (clavice. R)

I think you can add one more bone for sholder, eg clavice_pose.R (L) (you please set name as you like, with your rule)

then set it as new real pose wgt bone, (so we use the bone to “main pose”) , and set child clavice.R and shoulderTwk.R fot the clavice_base.R, both use as tweaking bone , but way is different. (move all arm or move clavice deformed mesh only)

like these pic. (I need your confrim it may work for IK FK without problem though,,) I think it still remain current all function and I seems need not change constrain arm_parent.L target as new one.

If it work, I think same thing may happen for thinTwk.L and R bone. though it may better to add new shape,, (so we can easy see defrom tweaki bone (clavice.R) and default twk bone (it move all arm)

my test hieralchy is like this, (just duplicate current clavice.R and change parent relation) . though I still not test actually it work for FK IK conversion. You are author of mhx and suppose you can change it without break current function.. (though I suppose you may need to change bone conversion to import pose?)

(if it is actually difficult, I hope current stability (really stable enough for me), so not hope you change ^^;

Comments (13)

  1. engetudouiti reporter

    Then if it will be appended, (you may need to add the pose bone in driver expression ^^;)

    As my test it seems not corrupt IK FK switch, but at current now I pose with the new added pose bone, pectoral not move, but when I pose clavice.R it move pectoral. (it is same what I saw before,, for default rig)

    At current I set those 2 bones name much current weight-map, (so I need not change bone name etc,, ) but naming depend your desgine. (so change deform bone name as twk then change vertex group (though blender may auto change, at least clothing attached) etc.

    It is small thing, but if you feel same thing when tweaking pose, consider please.

    (for a while I just play with test scene, so do not know if it cause many issue etc)

  2. engetudouiti reporter

    Yes it simply worked . IK <>FK keep those sholder bone postion not change, then IK FK work as same as before. So only complex part may be, naming way and driver expression…, pose conversion related those sholder bone. (I understand to make it as script, not easy at all ^^;)

  3. engetudouiti reporter

    I check current naming way of MHX, then now tweak(deform bone) bone named as twk (basically)

    So if you add it, I suppose you may hope to change current Clavice.R as ClaviceTwk.R (with change weight-maps relaed vertex group name, (but blender auto do it, if you convert original bone I know ^^;)

    Then real pose bone keep as Clavice.R (pose to rotate and move as wigt without weight map relation)

    Then keep shoulderTwk as same as before. (though I do not care, how you naming them,,)

  4. Thomas Larsson repo owner

    Implemented in last commit.

    The older shoulderTwk and thighTwk bones are renamed to armSocket and legSocket, respectively, and moved to the extra layers with new custom shape. The new shoulderTwk bone behaves as the other tweak bones now.

  5. engetudouiti reporter

    Thanks!! I remain temporally this topic, unyill check import pose etc. I think almost forget rigi-fy things now because MHX really stable and more easy to use. 😀

  6. engetudouiti reporter

    Yes it worked. , I did not notice the difficulity to add twk bone for limbs, (sholder can separate but leg or arm limb not, and daz do not offer knee bone or elbow bone which only assgin weight around the area, , so I suppose current rig offer all twk bone what I expect and think reasonable (usable) without add new weight etc. Really thanks.

    And current pectoral follow way is reasnable too. yes pectral need not move with twk bones. (so we can twk the sholder area only, it seems more flexible without auto-drive pectoral)

    I may test import some pose, then may set this as solved. (worked without problem 😄

  7. engetudouiti reporter

    I do not know why I miss it, but actually when I convert default rig to mhx with recent add on, both pectoraldrv bone driver expression target is not real pose bone,

    but link with twk bone transform value. then when I pose clavice.L and clavice.R (pose widgt bone) , pectoral not move.

    I just open body with rig, then convert mhx with use tweak option only. and I save it as lib, now I append it to new scene with other clothings, then found it.

    I suppose driver target bone should be “clavicle.L and clavice.R) or it not work without I move twk bone, (but now it move as tweaking bone, so usually not used to set clavice pose)

    Then if I change driver target bone as mentioned, it work correctly. (so when pose clavice, drv pectoral follow, but not move with twk bone local transform)

  8. Thomas Larsson repo owner

    Fixed now. Blender automatically updates the drivers when bone names change, so the pects were driven by clavicleTwk rotations. Since the only other bones that are driven by default are the eyelids, this problem didn’t surface before. However, it would have surfaced if you convert a rig with body morphs to mhx, but why would you do that.

  9. engetudouiti reporter

    Thanks. I see driver target auto change. so when user use “all bone make posable” is actually matter. because with this command, add on need to change bone name. then it may only happen for other bones, when user import body morphs.

    btw I often import tweak shape body morph, so sometimes I feel body morphs not clear to represent body bone pose controller . (I suppose you means daz pose bone controller)😉

    Though I do not test with custom jcm, which may deform shape with related bones, but about collar jcm it correctly show bone target in expression, so maybe there seems no issue about JCM drivers with this commits. anyway thanks I love new twk collar bone. It can ease sholder around problem when posing collar hard (though with nude, I may need more detail edit with special poses)

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