Hard Pins Functionality Broken?

hzrhzr Posts: 207
edited December 1969 in Daz Studio Discussion

Is this feature actually working? Or am I probably misunderstanding its functionality?

I think it should make the pins from the DAZ IK pins stay completely locked, is that correct? I have quickbound a key to this and it does not seem to have this effect on the figure. It still moves the pins with the figure and even adjusts the new origins for the pins after the translation. I tried different keys for this and tried it with pressing it once, and also holding it. Nothing seems to work here...

Am I wrong about this or is this a bug?

Comments

  • SzarkSzark Posts: 10,634
    edited December 1969

    I not 100% sure I understand so this maybe wrong info.

    If you use the Active Pose tool Alt+Shift+P and pin the selected bone it should lock the bone solid. However if you pin and use any of the other translation tools the pinned bone will move eventually once you past a certian point..

  • JaderailJaderail Posts: 0
    edited December 1969

    The point a Pin starts moving is the standard rotation limit of the joint of the bone rig in any direction. Active pose can not exceed the rotation limit in any direction or the pin will move. Active Pose can not be set to ignore limits that I know of.

  • SzarkSzark Posts: 10,634
    edited December 1969

    Yep you can turn limits off with Active Pose. I just tested all this Jad.

  • SzarkSzark Posts: 10,634
    edited October 2013

    Opps I made a mistake.

    Using the Active Pose Tool seems to keep the feet on the ground as standard but when pinning say a hand the hand will move beyond a certain point, however if you use one of the other translation tools the hand will stay fixed in 3D space until you get to a pioint where it will move evetually.....sorry about that.

    Post edited by Szark on
  • JaderailJaderail Posts: 0
    edited December 1969

    Okay well, then the fact I keep rotation limits on by default was what I saw. TY Szark.

  • SzarkSzark Posts: 10,634
    edited October 2013

    Yeah seems like you cannot lock any bone to be fixed in 3D space when using Pinning. It will move eventually. Only the Active pose tool will keep the feet on the ground if you moved the upper body. At one stage you could pin and lock that bone solid. Well the last time we spoke about this we could which I think was 6 months or so ago.

    Post edited by Szark on
  • JaderailJaderail Posts: 0
    edited December 1969

    I agree we still can in DS3. So wish it was back in DS4+

  • hzrhzr Posts: 207
    edited October 2013

    Okay, so it is a bug and a real lock should actually be possible if things worked the way they are supposed to? Could you please check back with the team about that if it isnt too much to ask?

    I would love to be able to pose properly :) In theory I could use both of these together but this makes the workflow even more cumbersome and at some point you totally loose track of whats pinned and by which tool.

    Post edited by hzr on
  • RuphussRuphuss Posts: 2,631
    edited December 1969
  • hzrhzr Posts: 207
    edited November 2013

    Btw, I have found a workaround for this, although its a bit cumbersome to pull off.

    The regular translate tool respects locked rotation values which you lock by clicking the lock button in the parameters panel. When you just lock all rotation values on a bodypart it will keep these. You will not be able to pin with this just yet, but it is a hard lock, not the softlock from the pinning tools.

    To pin the parts you have to select two joints which are close to each other and would influence each others rotation directly. They will be forced to keep their rotations, thus they cannot move, because that would require the other joint, which is also forced to keep rotations, to move. So effectively this means they are both pinned.

    That is of course a little cumbersome to pull off because you always have to select both joints, then click on all the rotation values to lock them in place. Is there anyone around who would be able to create a script that can lock all 3 rotation values for the currently selected item(s) ? I would be forever grateful :)


    edit : I found the quickbind to lock selected Node(s) pose. That will help ALOT. So I dont need a script anymore YEY! However, This only works on things that arent at the end of the IK chain. You cannot pin the hands with this for example, and then drag the body around it. Sadly this is still only possible with PowerPose, But its at least something...

    Post edited by hzr on
  • Fixme12Fixme12 Posts: 589
    edited December 1969

    this problem was reported long ago, about the none working IK/FK problems (created a few vids on my channel) that show some of the problems.
    but i created it in the older bug/future report system, since daz all changed it to zendesk. 'm not sure they still have a note on this.
    in the older system it was noticed as "work in progress"....

    if you have problems with the none working IK/FK system in dazstudio, i just would create a new future/bug request at zendesk.
    the more people that report this annoying problem, the more hope on a fix.
    https://helpdaz.zendesk.com/forums
    show some example included in how they can do it right, like how it's done in Blender or other software,

    the more people that report this problems, the more change we finally have such things finally workable in dazstudio

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