Making rotating etc more accessible in rigged clothing ? ...and related questions.

StrangeFateStrangeFate Posts: 803

Hey... I've been adding bones to some clothing pieces and had some questions:

1. Is there a way to make the rotating of rigged clothing more accessible ? Right now in order to rotate/move the pieces I have to manually browse to the correct bone. I can't click on the pieces I want to move because it always automatically selects the G3F figure. So for the gear in the image below I have bones on the sides of the headdress, but getting to them for posing takes a lot of clicking... which is fine if people are used to doing that.

2. After doing all the rigging and weight painting I used the 'delete unused bones' thing, but a lot of bones that are not being used are still present. For the headdress for example, the ears, neck and torso related bones are all still present. Is it safe to delete those bones ?

Or... do I need to always have the pelvis bone present and all the children bones that lead to my custom (or weighted) bones, or can I just keep the head bone (which my bones are children of) and remove the rest that have no weighting and are not directly being used ?

 

Thanks for any help

 

 

Post edited by Chohole on

Comments

  • 1. if you right-click you should get an option to select the fitted item or its bone (or the top-most fitted item if there are several that overlap).

  • That helps a bit, thanks!

    Checking out other products I've bought, there seems to be a way to make the rigged parts of clothing directly selectable, so you always know what you can rotate etc, but I can't find information on that anywhere...

  • kitakoredazkitakoredaz Posts: 3,526
    edited November 2016

    1. just to confirm,,,  have you assgined "selection groups" for "each node."?  go to joint editor,

    in tool setting tab. at top aea, you may find option area with drop down menu,,  to assgin selection group for each node. 

    selection group are  choosen from mesh group.. if you have not set selection group,,, you can not directly select node in 3d view,,,  

     

    2. to delete un-used bone, you may need manually delete nodes by joint editor, of course after  check, no-mesh are weight colored for the node.

    then,,, Usually you may better keep bone hieralchy  "from hip node to the last node which  assgined to mesh  by weight map"

      because I actually have seen some problem , if you remove hip and some child nodes from figure (Clothings)  hieralchy .

    when export it to other aprication, I often see, strange things happen.. eg Carrara etc...  maybe daz studio do not care it,, but I usually recommend to keep hieralchy start from " hip". even though it is glove,, or hair. 

     but you can remove finger node from hair figures etc..  or you can remove head rigs from pants etc... (but keep trunk hieralchy from hip to the last child nodes)

     

     

    Post edited by kitakoredaz on
  •  

    1. I had JUST figured out that I had to do selection groups, just made one now quick, works great!

    2. That's what I needed to know, thanks a lot Kitakoredaz!

     

     

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