Independant bone adjustment/ERC freeze

KatteyKattey Posts: 2,899
edited July 2013 in Daz Studio Discussion

Hello

I'm wondering if it is possible to make in DS an independent bone adjustment (i.e. not tied to any existing morph or joint bend) that also possible to make into ERC freeze.

The need for such thing arises when ghost bones aren't moving with figure scaling/bone ajustment. I thought that by providing some "height dials" for ghost bones that change the size/pivots of a bone independently from the size for the figure, it would be possible to work around this situation.

If this is possible, how to do it?

Post edited by Kattey on

Comments

  • SickleYieldSickleYield Posts: 7,644
    edited December 1969

    Not that I've found. There's an option in the ERC freeze dialogue to create a "dummy" morph. Maybe it would work with that?

  • KatteyKattey Posts: 2,899
    edited December 1969

    Not that I've found. There's an option in the ERC freeze dialogue to create a "dummy" morph. Maybe it would work with that?

    Can you tell me more about this, please, or direct me to some sort of documentation?
  • SickleYieldSickleYield Posts: 7,644
    edited July 2013

    Kattey said:
    Not that I've found. There's an option in the ERC freeze dialogue to create a "dummy" morph. Maybe it would work with that?

    Can you tell me more about this, please, or direct me to some sort of documentation?

    Documentation on the Properties Editor in DS4.6? Ha ha.


    I tried this just now and it seemed to work:

    1. Move the bone to where you want it.
    2. Go to the Property Editor tab. You can create one using Window -- Panes (tabs) -- Property Editor.
    3. Right-click in the right panel and choose ERC Freeze.
    4. Let the node be the name of the item, just leave that as-is.
    5. For Property, below it, use Create New.
    6. When the next dialogue comes up, give your empty morph a name and a group (don't leave it as Display, change it to Morphs/Fixes or something like that). Check the "create as empty morph" button.
    7. Click OK/Accept at the bottom. Now you see the Freeze dialogue still. At the bottom it is important that you UNCHECK the bottom two options before clicking OK again.


    And that's it. This should create an empty morph whose dial has the name you gave it, which controls the bone position you changed. You should be able to save it using File--Save as--Scene Assets--Morph Asset.

    Post edited by SickleYield on
  • KatteyKattey Posts: 2,899
    edited December 1969

    Kattey said:
    Not that I've found. There's an option in the ERC freeze dialogue to create a "dummy" morph. Maybe it would work with that?

    Can you tell me more about this, please, or direct me to some sort of documentation?

    Documentation on the Properties Editor in DS4.6? Ha ha.


    I tried this just now and it seemed to work:

    1. Move the bone to where you want it.
    2. Go to the Property Editor tab. You can create one using Window -- Panes (tabs) -- Property Editor.
    3. Right-click in the right panel and choose ERC Freeze.
    4. Let the node be the name of the item, just leave that as-is.
    5. For Property, below it, use Create New.
    6. When the next dialogue comes up, give your empty morph a name and a group (don't leave it as Display, change it to Morphs/Fixes or something like that). Check the "create as empty morph" button.
    7. Click OK/Accept at the bottom. Now you see the Freeze dialogue still. At the bottom it is important that you UNCHECK the bottom two options before clicking OK again.


    And that's it. This should create an empty morph whose dial has the name you gave it, which controls the bone position you changed. You should be able to save it using File--Save as--Scene Assets--Morph Asset.

    Thanks a lot! I'll experiment with it :)

  • SandmanGFXSandmanGFX Posts: 75
    edited December 1969

    Hey Kattey, I'd really like to know if this worked for you.
    I've started a somewhat similar thread a couple of days ago, but so far no-one answered my question. I've tried to save out a dial that changes scaling information only of some bones of G2F. The process I used to create this was the same as what SickleYield explained. This seems to work fine at first, but saving the dial as a Morph Asset doesn't seem to keep the scaling information. The only time I succeeded with saving scaling information in this way was when I also saved an obj based morph (that actually changes the geometry) together with it.
    It's been really frustrating trying to save out some proportion dials. Please let me know, how what you've been trying to achieve worked out! Thanks

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