New commit cause different issue, (when snap it move hand)

Issue #488 closed
engetudouiti created an issue

Thomas new commit you seems change somehow, now when I move IK hand, then snap FK , this time hand bone move.

I can not check which part cause issue, (you usually try 2 or 3 things at once..)

but if you download the blend file which I attached, alessandro twist topic, then compare, you should see problem what you changed. (because my attached scene rig not cause such issue)

I customize attached rig left arm chains, with 4a7cbf6 so new 2 commits something change which worked before.. (then at same time you seems try to change dump target..then it cause new issue. Hope you test again.

Comments (3)

  1. engetudouiti reporter

    so you may change hand-twk (actual deform) as hand.0 then it seems cause some un-expected issue. with your current dump target setting.

    I think even though you need not to offer twist only controller any more, but the hand-twk bone still useful. (just add detail deform as same as other spain twist bone. (those are just toy to adjust )

    and what we need not was forearmTwk.R L they do not work at all.. (if you set constrain as I suggested in Alessandro topic)

    Anyway I keep my safe version. then compare and will report actually what change cause this new issue. ^^;

  2. engetudouiti reporter

    I seems find why it happend you set rotation limit for FK bones (hough I do not know if it is same as daz hand rotation limit or not)

    But for IK hand, it can rotate more. then when I snap FK to IK.. FK hand try to return the limit of the rotaiton.

    the FK limit seems somehow wrong or too narrow I feel.

    eg, from this IK pose hand (no JCM so not clean)

    then I now snap FK to IK.. FK chain actually correctly locate on IK chain but , FK hand stop with limit like this.

    If angle or setting is not correct for represent true limit? or you may better not limit for FK hand but maybe use it for hand (switcher bone) but do not know with constrain (hand will copy transform IK hand or FK hand, ) the limit work…

    If set same limit for IK hand if it work? (I seldom use limit constrrain, then do not know clear)

    Then if you correct IK foot roll I have no issue about MHX which may need to report now.😃

    https://bitbucket.org/Diffeomorphic/import_daz/issues/485/g3-mhx-turn-180-foot-ik-bones-when-snap-fk

    (just add 180 roll for IK foot only, for any MHX converted rig (G3 and G8) it is actually cause complex problem when you return zero pose for IK foot (rotation) after you convert IK <> FK <> IK )

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