Rotation limit constrain for G3 hand set wrong axis for Z and X

Issue #539 resolved
engetudouiti created an issue

MHX FK hand FK main rotation axis = bend hand should be X with current bone roll set up.

the problem is you set rotation limit, for bend and side-side, exchange which Daz set so.

Default rig not show this issue, then I can not say, which is best way, ( you change roll ) or (change limit setting)

without it, FK hand can not bend well (really limited as -30 to 28 degree) , but can rotate side-side as (-70 to 80 )

as side note, usually (blender user often tell as if it is local rule), the z axis direction need to look plus bend direction when set roll. at current it seems set reverse. (though I do not think it matter, or daz may set reverse or not I do not remember it.)

anyway, rotation limit constrain need to change axis. (or change bone roll) to make hand FK bend well.

btw, you seems not set the limit constrain for IK hand, is it intentional? I understand, hand FK and IK not same angle (for rest pose) with daz hand bone, but both FK and IK hand are same (angle and location), so at least you can use same constrain limit for FK and IK hand I believe. (so when snap IK to FK or FK to IK with use limit rotation , it may not show hard deform change or ease problem)

Though about other IK bone, I do not know, how you can set limit rotation clear to get same limit for FK. IK hand IK foot maybe you can use same rotation limit (if you set it for FK hand and foot) , if we do not hope to see any snap difference, I may not use limit rotation option though = then it perfect snap

Comments (8)

  1. engetudouiti reporter

    In daz hand limit is like this.

    as you can see, daz seems use plus direction to bend up ward (reverse), then the limit is -70 to 80 for bend rotation.

    so if you keep current bone roll, you need to set FK hand limit (mhx), I actually compare with each limit, for MHX left hand FK you need to set

    Left hand IK, X max = 80, min = -70 , Z max = 30 min = -28

    (hand bone of daz and hand MHX bone not locate same angle as rest pose to get IK chain, so if you get perfect limit, you need to use other porcedure, but it not matter at current and I miss input, no IK foot can not use same rotation limit, I suppose (though it not show hard problem but IK foot bone and FK foot not locate same way)

    fR hand IK X max = 80, min = -70, Z max = 28 min = -30

    and Foot FK R do not have same limit with direction. I may add later.

  2. engetudouiti reporter

    R and L foot both need to change the min and max direction (minus and plus) for side to side.

    In daz studio I can bend Foot inside to -25 (min) outside to 10 (max), but MHX foot FK limit is opositte.

    Z - direction = outside, then Z + direction = inside. then you need to change like this

    Left .Foot FK Z min = -10 (outside), Z max = 25 (inside)

    Right.Foot FK Z min = -25 (inside) , Z max = 10 (outside)

    tiwst and bend is OK (no need to change)

    R and L shin bone twist limits work as reverse.

    in Daz studio, Shin twist inside to -25, outside as 10 (I suppose Shin bone set up reverse)

    Shin Left FK Y min -10 max 25

    Shin Right FK Y min -25 max 10

    For Thigh you seems not set limit so do not know, though I suppose you can set limit at least for FK Thigh.

    (then those rotation will be copy by twisit and bend)

    . (for twist and bend bone constrain set up)

    ===

    I may remain this topic, for a while. then if find new bone which use wrong limit set up, may report again.

    (I report MHX g3 only)

  3. Thomas Larsson repo owner

    The hand issue is fixed in latest commit. The foot issue is not related to mhx, but something that happens already when the character is imported into Blender.

  4. engetudouiti reporter

    Maybe when generate rig and adjust roll to represent daz axis way,, some axis order or roll tried to mimic blender manner, (show almost same as rigi fy meta rig)

    anyway, I just describe here, when I found limit nieed to change (or when import pose, it bend reverse way). it need for me when I retarget MHX to default rig, and save pose preset duf with add on new function.

    I see some unique thing,

    when I retarget mhx IK pose to default rig, , it perfect retarget to default rig >> then I bake it as default rig pose (action), it is almost perfectly same. (not animation), then when I save the default rig as pose preset duf, and import it to daz studio,, it not show same pose . so to know when it happen, I may better to keep daz limit when I make MHX pose. (usually I do not use limit though)

  5. Thomas Larsson repo owner

    The shin and foot limits should be ok now. Note that you need to import the character again.

  6. engetudouiti reporter

    Thanks, I may check later (at current my head is destracted about bone scaled character and import morph , jcm things ^^;)

  7. engetudouiti reporter

    I confirmed, I hope someday I can find way to set limit correclty for IK hand , foot too.

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