Error when trying to Import a Pose on a MHX rig
I get the same error with Rigify.
File "/home/nmarshall/.config/blender/3.0/scripts/addons/Diffeomorphic-import_daz-7ec475d56fd3/animation.py", line 1026, in loadAnimation
offset,prop = self.getSingleAnimation(filepath, context, offset)
File "/home/nmarshall/.config/blender/3.0/scripts/addons/Diffeomorphic-import_daz-7ec475d56fd3/animation.py", line 508, in getSingleAnimation
result = self.animateBones(context, animations, offset, prop, filepath)
File "/home/nmarshall/.config/blender/3.0/scripts/addons/Diffeomorphic-import_daz-7ec475d56fd3/animation.py", line 782, in animateBones
self.transformBone(rig, bname, tfm, value, n, offset, True)
File "/home/nmarshall/.config/blender/3.0/scripts/addons/Diffeomorphic-import_daz-7ec475d56fd3/animation.py", line 908, in transformBone
setBoneTwist(tfm, pb)
File "/home/nmarshall/.config/blender/3.0/scripts/addons/Diffeomorphic-import_daz-7ec475d56fd3/node.py", line 989, in setBoneTwist
euler = pb.matrix_basis.to_3x3().to_euler(pb.rotation_mode)
ValueError: Matrix.to_euler(): invalid euler order 'QUATERNION'location: <unknown location>:-1
Using the latest version of Diffeomorphic. And Blender 3.0.1
Daz Rigs work fine.
I have tried Poses I made in DAZ and Pose from exporting from Diffeomorphic. Neither work.
Comments (9)
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repo owner -
Thomas, am I correct that quaternions are intended to be used with the daz/simple rig ? I mean both rigify and mhx do have their setup so I guess they will ignore quaternions. Just to understand things thank you.
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repo owner Apparently the rotation order of the mhx bones is the same as the original daz bones. This wasn’t a deliberate design question, it just happened that way. But it is not obviously wrong, I think.
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Ok so the quaternion option also affects mhx, but not rigify. Thank you.
p.s. In my opinion mhx should always use quaternions though, being a ik rig. I mean euler is not good for free ik joints, it’s only good for fk rigs as daz.
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repo owner With quaternions the limit rotation constraints are lost. But perhaps they can be retained, if one specifies the rotation order in the constraint itself. Will look into that.
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Rotation limits make little sense for quaternions though. I mean usually quaternions are used for free joints in shoulders and hip to avoid ik flipping. Don’t know how quaternions would react to limits, especially in blender that’s quite rude at handling limits as we experienced in
#902. -
reporter Thanks that patch fixed this issue for me.
What opinions results in characters being imported with quaternions?
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repo owner The global setting Quaternions in the Rigging section.
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- changed status to resolved
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Fixed in last commit. I had never used the mhx rig when the character was imported with quaternions before.