Changing ERC dials

I'm working with the Fantasy Cloth Wrap product and successfully transferred the custom bones, morphs and dials to a fitted version on G3F. However, I'm running into an issue with the ERC dials -- namely that they still point to the old bone locations instead of the new ones.

Is there any way to directly change what an ERC dial points to within DS, or will I have to make a new ones?

Thanks!

Comments

  • kitakoredazkitakoredaz Posts: 3,526
    edited August 2017

    To be honestly, I did not know when I transfer morphs which still keep ERC links. (you means, transfered morph still keep sub-component or controller right?)

    but if actually current DS TU can transfer moprh with keep old ERC,, I may try once save it as moprh. without it I  lost all.  (I suppose all forumula are saved with morph),  then edit in text editor,  about formula section.   then rename nodes to current one. 

    I still not clear understand, "they still point to the old bone location" means,,,,so there is controller, and it link ghost bones to move or rotate,,  right? but most of bone controll erc type is delta add.  and may link with rotation only.  current bone location show problem about those ERC?  

    if you show pic of those ERC in property hieralchy with current rig,, , could offer more presise reply I feel.

    Post edited by kitakoredaz on
  • mtl1mtl1 Posts: 1,507

    To be honestly, I did not know when I transfer morphs which still keep ERC links. (you means, transfered morph still keep sub-component or controller right?)

    but if actually current DS TU can transfer moprh with keep old ERC,, I may try once save it as moprh. without it I  lost all.  (I suppose all forumula are saved with morph),  then edit in text editor,  about formula section.   then rename nodes to current one. 

    I still not clear understand, "they still point to the old bone location" means,,,,so there is controller, and it link ghost bones to move or rotate,,  right? but most of bone controll erc type is delta add.  and may link with rotation only.  current bone location show problem about those ERC?  

    if you show pic of those ERC in property hieralchy with current rig,, , could offer more presise reply I feel.

    Well, the problem with this particular item was that it had custom bones on the original rig and Merge Hierarchies moved it to a new 'root' bone. I may have to use your suggestion with editing the links manually in a text editor. Seems more efficient than trying to make a change within DS.

    Or I could write up a script for it, but I don't really have the time...

  • kitakoredazkitakoredaz Posts: 3,526

    I see,, you use merge option then remain ghost bones.  or I remember TU remove all ghost bones. 

      I do not know if controller still keep ERC (eg there were controller, which can rotate  many bone at same time)  ,but  after all, they  need to be manually re-parent correctly.  

     

      then about position of ghost bones,  (it may not locate  well for new figure , is not it?)   did you try , adjust rigging to the shape, only select those ghost bone ?

     I expect, if it can auto adjust ghost rig position  you may often need to use it, when adjust ghost bone rocation. (which actor rig do not controll when fit to)

    corerspond to weight map,,, (can not confrim though) 

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