Face groups attached to bone

I'm trying to rig an item that will be a follower fitted to G8F and G3F.

I used the transfer utility but there are some faces that aren't in the correct face group and get moved when one of the bones moves.

I used the geometry editor to correct the face group, but I'm still having the same problem.

It's not the weight maps either. I deleted all the weight maps to test it and one of the bones is still moving some of the faces that should be in another face group.

If I don't fit the item to a figure then it doesn't seem to happen.

Can anyone help out with this?

Thanks.

 

Comments

  • OK I found the problem. Corrective morphs are automatically being added that are causing distortion.

    Does anyone know a way to stop them being added?

  • I tried setting the limits to 0 and locking them. Seems to be working so far :)

  • barbultbarbult Posts: 24,240

    This thread may help you create a morph in your object to prevent the autofollow corrective morphs from activating.

  • Syrus_DanteSyrus_Dante Posts: 983
    edited December 2017

    Try also uncheck autofollow on the Property while the Follower / Cloth is not conformed to the Figure.

    These Corrective morphs are autogenerated like every other morph shape of the conformer figure I dont know how to switch that off. But switch off autofollow after the morphs are generated and the conforming figure is unfit. You can also delete the autogenerated ones - create a new empty Property with the same name and turn off autofollow. With this you can avoid the autogenerated morphs and the autofollow for that Property / Morph Shape.

    I'm never shure where to turn off autofollow in the Property of the conformer or the conformed figure?

    But the Corrective shapes are there for a reason (fixing joint deformations that the weightmaps cant handle) maybe use the distorted autogenerated morphs as a template for a smoothed sculpted corrective shape with the use of an external geometry editor / sculpter like Hexagon / Blender / ZBrush / MudBox / ect...

    You can also try to fix this with the Daz Studio Smoothing Modifier (with collision) - export to OBJ and load back as Morph with Morphloader and then try to use some D-Former influence Field to filter the area you want the smoothed morph to apply to the mesh see Attenuate By. But these are just some suggestions.

    BTW a locked Parameter is just locked for user changes - ERC links and other dependencies are still able to change the value.

    Post edited by Syrus_Dante on
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