Snap to IK for hand and leg of simple IK rig with pole target seem broken.

Issue #554 closed
Rose Odimm created an issue

1.I press add custom shape to Daz rig

2.add simple IK with pole target

3.import the pose file

the pose work fine in FK but when press snap IK to FK in simple IK panel the some hand and feet pole target go wrong and distort the mesh.

Test of IK snap option of the same pose and model
-MHX : workfine
-Rigify : slightly broken
-Simple IK without pole target : almost work fine but with tiny bending
-Simple IK with pole target : broken completely distort hand and legs*

Comments (8)

  1. Rose Odimm reporter

    MHX is really cool but the flex and JCM of MHX not like normal DAZ rig.
    Iā€™m not sure it lost JMC and flex or something when convert to MHX.

  2. engetudouiti

    I think it may happen, if it circulate wrong pose value (eg bone axis different) etc. so if you see strange effect, you may better report it as bug or enhancement etc.

    but as you said, MHX rig is not perfect same as daz rig bone pos. (because we import rig as same as daz. actually it perfect show same rig) then all morphs are made to work for daz rig. bone pos.

    On the other hand to make IK rig work correctly everytime we need to adjust rig to along with IK chain.

    then even though we try to make MHX work , the rig bone pos slightly differ >> it may show some different effect when bone rotate I suppose. but usually it may not lost JCM.

    if it lost it may need to consider how it drive JCM (eg bone by driven by other prop, it may not show the bone transform (locally) then if it drive jcm, we may not see JCM effect. (because JCM need to work with bone rotation. ) Though I remember , Thomas already solve the issue before, use constrain.

    It seems better actually reprot which JCM may show problem . Though I do not know Thomas can solve it easy or not.

    ā€Œ

  3. Rose Odimm reporter

    the problem is the hand of simple Ik act like elastic when I pose is there any way to make it act rigid like normal Ik rig {MHX/Rigify work fine}
    it extremely hard to browse through every key frame to make sure it did not look distort for animation.

    ā€Œ

  4. Thomas Larsson repo owner

    The simple rig is just that: simple. It is merely the original daz rig with IK affecting the original (FK) bones, and it doesnā€™t have the extra bones needed to make snapping work perfectly. So the rig choice is a trade-off between accuracy and simplicity. Personally I never use the simple rig.

    However, I cannot reproduce the broken forearm. The lForearmTwist bone has an IK constraint with chain length 4, which could make the arm go haywire. But the twist bones have locked IK for X and Z, and the bend bones have locked IK for Y, so I donā€™t see how the forearm could look like that.

  5. Rose Odimm reporter

    Seem like that problem occurred only in some build of you addon I try to install today addon 6/3/2021 and it solve the forearm problem.
    I download master from this link https://bitbucket.org/Diffeomorphic/import_daz/downloads/?tab=branches and update it almost everyday but today version fix the forearm problem.

    The elastic forearm will appear when press ā€œmake all bone posableā€ before or after ā€œadd simple ikā€.
    The problem is if not make all bone poseable I can use the rig without elastic forearm problem but the import post will not work.
    [When ā€œimport body morphsā€ into model the import pose will not work and after press ā€œmake all bone posableā€ the import pose will work correctly but the elastic forearm problem appear again]
    Usually I will import pose into model and animate on top of the multiple pose, so I have to use ā€œmake all bone poseableā€ button in conjunction with import pose and simple IK rig for adjust pose of each frame across timeline.

    BTW is it matter to update plugins in daz software like ā€œexport_to_blender.dsaā€ when download daily experimental build or just update the addon in blender?

  6. engetudouiti

    As defaut you may better everytime up-date these dsa (which user manually up-date to daz library)

    if you check all commit, and confirm it not modified of course you need not. (if you actually do so)

    I often miss report, = not up-date these script. so recommend, anyway up-date all .

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