Rigging problem
mikey186
Posts: 84
Hello, I'm new to rigging, and I followed all the steps to rig a car door but the problem is it rotation. Whenever I rotate (after I applied the weight brush tool), the polys stay where they are until you let go and the rotation is applied.
But I'm wondering is there a way to follow the rotation smoothly (like all other rigged objects)? I did have the Joint editor set and memorized figure rigging and I have the bones (car parts) under a parent (body).
How can I fix it??
Post edited by mikey186 on
Comments
When modify or add weight map , it often need to save them again as actuall data.
to clear show the effect . though it work, as you mentioned.
save, or re-save as figure or prop.
or your can use save modified assets, after you save the car as figure or prop
to overwrite weight map .
then if it not work, I load again new saved figure.
I think, it can remove your problem. (I often see same as you mentioned)
memorized figure rigging is for, node modify.
so that you need it when you adjust bones or add bone.
but, I think it can not overwrite weight map data.
what do you mean by that? I saved it first before I used the joint and used the weight brush, but no help.
You have to save it to the library, delete it from the scene and reload it.
ok, I did and it worked, but now, another problem is that, when I did the rotation, it starts to scale down itself while rotating and reverts back to it's 90 degree original scale after letting go of the mouse.
I do not know, how you save it (as figure or prop, or you simply save them as subset etc)
But if you save the car, before you used the joint editor and used the weight brush
then you adjust weight map or add weight in daz studio,
insatnces weight map only cahnge. not recorded .
so that you need to save them again.
use save modified assets to overwrite your weight map.
and save as character preset too.
(I usually save as figure and prop as same name, then overwrite them)
Well all I did is that I created a figure and saved it as a Scene, cleared it and reload the scene, and tried to use the joint editor and weight map brush, and it goes to the same problem all over again.
save as support asset figure
me having fun
second vid result exported to iClone
http://www.youtube.com/watch?v=N56wo8iHM-Q
http://www.youtube.com/watch?v=XpdUkZbUbbo
I did, and reloaded after the weight brush, no help. It DID rotated though but the scaling problem still exists on the 2 image i posted earlier. And I don't have iClone, too expensive for me. :(
:lol: no need
I just use iClone
was saying a scene does not save it properly
save as : support asset ; figure
oh. well I mean saving it as a scene subset but still having a scale problem. And I cannot afford iClone, too expensive. I can only rig from daz.
I seldom use save as scene, untill I finish my rigging and weight map .
usually, when I rigging , at first save as figure and prop.
top menu>save as>support assets>as figure / prop assets
after that your rigged data (joint and weight) stored in data.
then if I modify it again, (eg add weight or adust bone in joint editor)
I need to overwrite data to clear show the effect.
have you checked here?
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/start
it may help you lot. though you need not at current work for you.
are you using advanced style User Interface?
Sorry I can not say about scale problem at all^^; I have not seen such effect about rotation weight map,
did you check again your weight,, as 100% colored now?
About the interface, It IS set, it's the tabs it's showing.
and I did saved it and I did almost everything I save as a Scene, scene subset & as figure/props, and nothing happened. I had to use the videos
http://www.youtube.com/watch?v=8cV3VaC7eIs
http://www.youtube.com/watch?v=rIIM1oAan7o
There were ALREADY polygroups in there so I skipped step 2
and the weight maps are absolute to 100%
here's a video I made just now, tell me if any steps I'm doing wrong?
http://youtu.be/CYOL3JjTZm0
watched video
how does it play on timeline with door opening keyframed?
the opengl display relies heavily on your graphics capabilities and can be laggy
a rendered image series or avi can be quite different.
It's one keyframe. not 2. the fps run just fine
there's your answer
render your animation will be fine
the poly count and many other factors affect opengl preview
this is why I personally love iClone, Realtime GPU graphics
ok. but I don't need animation. I only need to render just this image. I cannot start until ALL my rigging is completed. I still keep having problems with scaling.... :(
try using sliders and values in parameters too
sorry just assumed you were animating it.
I did, those are the same as the green, blue, and red parameters. nothing works. that's why I made this video to for anyone to know what I'm doing wrong.
mikey186,
I watched the last video, but I didn't pay to close attention to the overall workflow. It appears you got it working.
I don't see a scaling issue.
Is your question regarding smooth parameter dialing (as you dial/rotate, your door opens/closes smoothly)?
If so, it is a setup issue with the dial-drag and release setting. It needs to be set to full, or all (something like that) found in the tool settings tab for the universal selector.
Going from memory from several months back, so I will go and check the actual.
It sounds like this is what you want, but I could be wrong.
well all i can think of is ether the Joint editor or the weight map brush. I repeated the steps 4 times, and does the same thing. It's not a graphics issue, it's not for animation, its ether a step i missed or something.
I now retrun home from wrok ^^;
then checked again your step in you tube. I do not feel any missing step , about your work.
but I feel you use the 3d manipulation tool to rotate door rigs.
and you have not locked the door bone x, or z ,rotation which have no weight,
so that only node can easy move. then axis change.
to avoid this problem, I may need to set parameter Locked about x and z rotation.
and set them as hide property, and use limits Max 0, min .
so that the bone never rotate to X and Z axis, how you tweak them..
then,,DaremoK3 suggesiton is reasonable. I sometimes feel strange when move rigs,
the defomation in 3d view.
then need to change tool setting. see pic2.
the skin binding property often cause problem as for me.
But I do not remember which is right setting, but when change them, usually work well.
Then,, my suggestion is,, when check node and weight, with rotation,,
you may better to change display setting .
from parameter> Display>scene view. then change bone display.
without it, at least I can not check rig start point, and ending point,
and which direction node face at current^^;
the weight mapped door rotate with rig local axis , and pivot point is the rig start point.
to check them, I need to see bone status, at curernt.
And one more possibility is simple gimbal lock problem.
DS use Eular rotation, as you know, it sometimes cause this problem. ( rotaiton can not work as expected
when I tweak rotation parameter, randomly again and again.)
but I am not clever man, so that I can not tell you all. ^^;
well using the settings are the same as rotating.
well when I used the joint editor to make a bone, the boundaries (corners) are off-sided (not in positioned) usually caused by a bone in a parent making it difficult to make a move.
Yes, mikey, I understood you are not working from animation...
Your issue just sounded like my issue I had (found it) approximately a year ago with a rigging project I had going on. It was a viewport issue (not animation; Studio settings) for DS 4.5.x.x (whatever exact version I was using at the time).
kitakoredaz showed above what I was referring to. If you can't resolve your issue with rigging, at least try changing those settings to see if you can at least rule it out.
Not sure what version of DS you're using, but I just checked with DS 4.5.1.56, and I couldn't replicate the original issue. It might no longer be present, or might only crop up on newly created projects.
Regardless, I hope you find a fast solution. I know it can be maddening to appear to do everything right according to the tutorials only to find out a variable is throwing a wrench into your work. Good luck...
Here is my original thread regarding the rotation smooth/snapping from last year with the person who helped me out with the dilemma if interested:
http://www.daz3d.com/forums/discussion/16090/
I feel sad too,,,, if I can not help you,,^^;
then I felt in your you tube,, if your door node direction, not follow the mesh direction
after you color weight?
Can you check your node positon , like my pic?
I think it seems better to follow door mesh direction as same as node direction.
when I see the boundary box of node(which I can see) it seems rotate 90 already,,
well good news, I solved the problem! In the weight map brush, I had to remove the X & Z weights as well as scale, and save it again. If only there's a way to just do it directly WITHOUT having to save it each time if I ever add anything to the weight brush. Maybe a daz glitch?