Breast issue (Rigify)

Issue #500 resolved
Daniel Thomas created an issue

Not entirely sure if this is a bug or I’m doing something wrong and not exactly sure how to explain the issue.

When converting to rigify, it looks like it doesn’t do the breasts correctly as the Daz3d rigs breast are named “l/rPectoral”, but rigify shapes/bones are named breast.R/L so they do not work when you convert to rigify. They show up, but without the shape applied and are not in the correct position since they are at the shoulder area. (The breasts also don’t move when you move the “shape“ bone and the DEF/ORG bones are also in the same spot as the breast bones) the Pectoral bones are in the correct position and do deform the breasts though, but are listed as a custom option in the rigify menu so I assume it’s just a naming issue somewhere? Not skilled enough to find/fix said issue.

How to recreate:

Save scene with gen 8 and then export the dbz file

Import into Blender and convert to rigify (You can do all the other common things too like merge rigs, etc, but it’s the same outcome)

Included the duf/dbz file too if that helps. but it just happens on any daz3d char. (Using Blender 2.9 and plugin 1.5.1)

Comments (9)

  1. Alessandro Padovani

    I can confirm the same issue in 1.6.0 commit b1bc240. Also the custom layer doesn’t seem to include the daz pectoral bones, that are placed in the ORG layer together with the daz eyelid bones.

  2. Thomas Larsson repo owner

    This is actually the intended behaviour. The pects and eyelids are driven (by collar and eye rotations) and cannot move in the original daz rig either. The custom layer only contains poseable bones. If you invoke Make All Bones Poseable before converting to Rigify the bones will appear in the custom layer. The corresponding drv bones are still in the ORG layer.

    I made some small improvements to the custom layer bones and cleaned out some unused code, though.

  3. Alessandro Padovani

    Tested commit b297a85.

    Thomas, I rather believe Daniel was referring to the rigify breast bone that should replace the daz pectoral bone. Same as the other rigify bones replace the daz bones. And I agree unless there’s some specific reason to treat the pectoral bone differently. I mean even if we make all bones posable the rigify breast bone stills there and does nothing.

    Then if it is necessary the plugin could also make the pectoral bone posable when the user converts to rigify.

    I also noticed a couple things that I’m not sure to understand. So please if you can explain. The first is even if I don’t make all bones posable the non posable bones can twist when I rotate the control. Is this the intended behaviour ? So why can they twist in y but not rotate in xz ? The second is I don’t understand the difference with “add extra face bones“ in the corrections section, and “make all bones posable“ in the finishing section. I mean “all bones posable” seems to affect the face too. So do we need both of them ? And why are they in different sections ?

  4. Thomas Larsson repo owner

    The unused breast bones are removed in the latest commit.

    I tried to use the rigify breasts at one time, but it didn’t work out, because the genesis pects and metarig breasts differ in two respects:

    1. The rest pose is different.
    2. They are parented to different spine bones. The tail of the breast parent is located above the clavicles, which led to problems.

    Since the breast bones are not essential for the rest of the rig, we can just keep the daz bones, just as we do for the face.

  5. Thomas Larsson repo owner

    The pect rotation is not locked in Blender because it is not locked in DS; all three rotation channels are visible Transforms tab. The X and Z rotations appear to be locked in Blender, but that is because they are driven. There are no bone locks.

  6. Alessandro Padovani

    Thank you Thomas for the explanations.

    Commit 2c06345 seems fine to me. If Daniel has nothing to add we may mark as resolved.

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